forked from enlightenment/efl
common3d: correct converting number to float
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c208e1b8bf
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@ -53,7 +53,7 @@ _set_default_cone(Evas_Canvas3D_Mesh *mesh,
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tangents[num].z = 0.0;
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tex_coord[num].x = i / (float)(vccount - 1) * tex_scale.x;
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tex_coord[num].y = (float)((j + 1) / 2) * tex_scale.y / 2.0;
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tex_coord[num].y = ((j + 1) / 2.0) * tex_scale.y / 2.0;
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}
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}
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@ -26,7 +26,7 @@ _set_default_cylinder(Evas_Canvas3D_Mesh *mesh,
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{
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num = i + j * vccount;
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vertices[num].z = -0.5 + (float)(j / 3);
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vertices[num].z = -0.5 + j / 3.0;
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if ((j == 0) || (j == 5))
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{
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vertices[num].x = vertices[num].y = 0.0;
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@ -46,7 +46,7 @@ _set_default_cylinder(Evas_Canvas3D_Mesh *mesh,
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else
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{
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normals[num].x = normals[num].y = 0.0;
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normals[num].z = -1.0 + (float)(j / 2);
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normals[num].z = -1.0 + j / 2.0;
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}
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tangents[num].x = cosfi;
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@ -54,7 +54,7 @@ _set_default_cylinder(Evas_Canvas3D_Mesh *mesh,
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tangents[num].z = 0.0;
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tex_coord[num].x = i / (float)(vccount - 1) * tex_scale.x;
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tex_coord[num].y = (float)((j + 1) / 2) * tex_scale.y / 3.0;
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tex_coord[num].y = ((j + 1) / 2.0) * tex_scale.y / 3.0;
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}
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}
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