[ioquake3] 32/59: [renderergl2/tr_main.c] Use floating-point fabsf() for floating-point values
Simon McVittie
smcv at debian.org
Wed Sep 21 19:57:06 UTC 2016
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smcv pushed a commit to branch debian/master
in repository ioquake3.
commit 0eb72cd8c40bbe4d1b0aeae0ea8b3f1af834ef6f
Author: Thomas Köppe <tkoeppe at google.com>
Date: Thu Sep 1 17:29:32 2016 +0100
[renderergl2/tr_main.c] Use floating-point fabsf() for floating-point values
---
code/renderergl2/tr_main.c | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
diff --git a/code/renderergl2/tr_main.c b/code/renderergl2/tr_main.c
index 24d17e0..de2d6d4 100644
--- a/code/renderergl2/tr_main.c
+++ b/code/renderergl2/tr_main.c
@@ -2362,7 +2362,7 @@ void R_RenderPshadowMaps(const refdef_t *fd)
VectorScale(lightDir, -1.0f, shadow->lightViewAxis[0]);
VectorSet(up, 0, 0, -1);
- if ( abs(DotProduct(up, shadow->lightViewAxis[0])) > 0.9f )
+ if ( fabsf(DotProduct(up, shadow->lightViewAxis[0])) > 0.9f )
{
VectorSet(up, -1, 0, 0);
}
@@ -2605,7 +2605,7 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
}
// Check if too close to parallel to light direction
- if (abs(DotProduct(lightViewAxis[2], lightViewAxis[0])) > 0.9f)
+ if (fabsf(DotProduct(lightViewAxis[2], lightViewAxis[0])) > 0.9f)
{
if (level == 3 || lightViewIndependentOfCameraView)
{
--
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