fix double precision build
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@@ -1442,6 +1442,14 @@ void GLInstancingRenderer::drawLines(const float* positions, const float color[4
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}
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void GLInstancingRenderer::drawLine(const double fromIn[4], const double toIn[4], const double colorIn[4], double lineWidthIn)
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{
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float from[4]={float(fromIn[0]),float(fromIn[1]),float(fromIn[2]),float(fromIn[3])};
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float to[4]={float(toIn[0]),float(toIn[1]),float(toIn[2]),float(toIn[3])};
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float color[4]={float(colorIn[0]),float(colorIn[1]),float(colorIn[2]),float(colorIn[3])};
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float lineWidth=float(lineWidthIn);
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drawLine(from,to,color,lineWidth);
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}
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void GLInstancingRenderer::drawLine(const float from[4], const float to[4], const float color[4], float lineWidth)
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{
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b3Assert(glGetError() ==GL_NO_ERROR);
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@@ -1752,7 +1760,7 @@ b3Assert(glGetError() ==GL_NO_ERROR);
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glUseProgram(instancingShaderPointSprite);
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glUniformMatrix4fv(ProjectionMatrixPointSprite, 1, false, &projectionMatrix[0]);
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glUniformMatrix4fv(ModelViewMatrixPointSprite, 1, false, &modelviewMatrix[0]);
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glUniform1f(screenWidthPointSprite,m_screenWidth);
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glUniform1f(screenWidthPointSprite,float(m_screenWidth));
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//glUniform1i(uniform_texture_diffusePointSprite, 0);
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b3Assert(glGetError() ==GL_NO_ERROR);
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