make RenderTexture.h compile on double precision mode
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@@ -46,10 +46,10 @@ public:
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inline void addPixel(int x,int y,const btVector4& rgba)
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{
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unsigned char* pixel = &m_buffer[ (x+y*m_width) * 4];
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pixel[0] = (unsigned char)btMin(255.f,((float)pixel[0] + 255.f*rgba.getX()));
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pixel[1] = (unsigned char)btMin(255.f,((float)pixel[1] + 255.f*rgba.getY()));
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pixel[2] = (unsigned char)btMin(255.f,((float)pixel[2] + 255.f*rgba.getZ()));
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// pixel[3] = (unsigned char)btMin(255.f,((float)pixel[3] + 255.f*rgba.getW()));
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pixel[0] = (unsigned char)btMin(btScalar(255.f),((btScalar)pixel[0] + btScalar(255.f)*rgba.getX()));
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pixel[1] = (unsigned char)btMin(btScalar(255.f),((btScalar)pixel[1] + btScalar(255.f)*rgba.getY()));
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pixel[2] = (unsigned char)btMin(btScalar(255.f),((btScalar)pixel[2] + btScalar(255.f)*rgba.getZ()));
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// pixel[3] = (unsigned char)btMin(btScalar(255.f),((btScalar)pixel[3] + btScalar(255.f)*rgba.getW()));
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}
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inline btVector4 getPixel(int x,int y)
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