common3d: correct converting number to float

This commit is contained in:
Thiep Ha 2017-08-11 14:17:58 +09:00
parent c208e1b8bf
commit 92c26078c7
2 changed files with 4 additions and 4 deletions

View File

@ -53,7 +53,7 @@ _set_default_cone(Evas_Canvas3D_Mesh *mesh,
tangents[num].z = 0.0;
tex_coord[num].x = i / (float)(vccount - 1) * tex_scale.x;
tex_coord[num].y = (float)((j + 1) / 2) * tex_scale.y / 2.0;
tex_coord[num].y = ((j + 1) / 2.0) * tex_scale.y / 2.0;
}
}

View File

@ -26,7 +26,7 @@ _set_default_cylinder(Evas_Canvas3D_Mesh *mesh,
{
num = i + j * vccount;
vertices[num].z = -0.5 + (float)(j / 3);
vertices[num].z = -0.5 + j / 3.0;
if ((j == 0) || (j == 5))
{
vertices[num].x = vertices[num].y = 0.0;
@ -46,7 +46,7 @@ _set_default_cylinder(Evas_Canvas3D_Mesh *mesh,
else
{
normals[num].x = normals[num].y = 0.0;
normals[num].z = -1.0 + (float)(j / 2);
normals[num].z = -1.0 + j / 2.0;
}
tangents[num].x = cosfi;
@ -54,7 +54,7 @@ _set_default_cylinder(Evas_Canvas3D_Mesh *mesh,
tangents[num].z = 0.0;
tex_coord[num].x = i / (float)(vccount - 1) * tex_scale.x;
tex_coord[num].y = (float)((j + 1) / 2) * tex_scale.y / 3.0;
tex_coord[num].y = ((j + 1) / 2.0) * tex_scale.y / 3.0;
}
}