diff options
Diffstat (limited to 'src/render/normalopenglgraphics.cpp')
-rw-r--r-- | src/render/normalopenglgraphics.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/render/normalopenglgraphics.cpp b/src/render/normalopenglgraphics.cpp index fe5d14e12..b5abcf30e 100644 --- a/src/render/normalopenglgraphics.cpp +++ b/src/render/normalopenglgraphics.cpp @@ -54,7 +54,7 @@ NormalOpenGLGraphics::NormalOpenGLGraphics(): mTexture(false), mIsByteColor(false), mByteColor(), - mFloatColor(1.0f), + mFloatColor(1.0F), mMaxVertices(500), mColorAlpha(false), #ifdef DEBUG_BIND_TEXTURE @@ -323,7 +323,7 @@ bool NormalOpenGLGraphics::drawRescaledImage(const Image *const image, if (smooth) // A basic smooth effect... { - setColorAlpha(0.2f); + setColorAlpha(0.2F); drawRescaledQuad(image, srcX, srcY, dstX - 1, dstY - 1, width, height, desiredWidth + 1, desiredHeight + 1); drawRescaledQuad(image, srcX, srcY, dstX + 1, dstY + 1, width, height, @@ -1214,10 +1214,10 @@ void NormalOpenGLGraphics::drawLine(int x1, int y1, int x2, int y2) setTexturingAndBlending(false); restoreColor(); - mFloatTexArray[0] = static_cast<float>(x1) + 0.5f; - mFloatTexArray[1] = static_cast<float>(y1) + 0.5f; - mFloatTexArray[2] = static_cast<float>(x2) + 0.5f; - mFloatTexArray[3] = static_cast<float>(y2) + 0.5f; + mFloatTexArray[0] = static_cast<float>(x1) + 0.5F; + mFloatTexArray[1] = static_cast<float>(y1) + 0.5F; + mFloatTexArray[2] = static_cast<float>(x2) + 0.5F; + mFloatTexArray[3] = static_cast<float>(y2) + 0.5F; drawLineArrayf(4); } @@ -1281,7 +1281,7 @@ void NormalOpenGLGraphics::drawRectangle(const gcn::Rectangle& rect, const bool filled) { BLOCK_START("Graphics::drawRectangle") - const float offset = filled ? 0 : 0.5f; + const float offset = filled ? 0 : 0.5F; const float x = static_cast<float>(rect.x); const float y = static_cast<float>(rect.y); const float width = static_cast<float>(rect.width); @@ -1469,7 +1469,7 @@ void NormalOpenGLGraphics::setColorAlpha(const float alpha) if (!mIsByteColor && mFloatColor == alpha) return; - glColor4f(1.0f, 1.0f, 1.0f, alpha); + glColor4f(1.0F, 1.0F, 1.0F, alpha); mIsByteColor = false; mFloatColor = alpha; } |