code cleanup: float formatting was confusing in some cases - eg: (0.,0.,0.)
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@@ -393,7 +393,7 @@ void RAS_OpenGLRasterizer::FlushDebugShapes()
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glBegin(GL_LINE_LOOP);
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glColor4f(m_debugShapes[i].m_color[0],m_debugShapes[i].m_color[1],m_debugShapes[i].m_color[2],1.f);
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static const MT_Vector3 worldUp(0.,0.,1.);
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static const MT_Vector3 worldUp(0.0, 0.0, 1.0);
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MT_Vector3 norm = m_debugShapes[i].m_param;
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MT_Matrix3x3 tr;
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if (norm.fuzzyZero() || norm == worldUp)
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@@ -414,7 +414,7 @@ void RAS_OpenGLRasterizer::FlushDebugShapes()
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for (int j = 0; j<n; j++)
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{
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MT_Scalar theta = j*M_PI*2/n;
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MT_Vector3 pos(cos(theta)*rad, sin(theta)*rad, 0.);
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MT_Vector3 pos(cos(theta) * rad, sin(theta) * rad, 0.0);
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pos = pos*tr;
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pos += m_debugShapes[i].m_pos;
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const MT_Scalar* posPtr = &pos.x();
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