make RenderTexture.h compile on double precision mode

This commit is contained in:
erwin.coumans
2009-12-13 22:26:11 +00:00
parent 443d38366f
commit 6425af9a6c

View File

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