diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index d7ab4f39..db679223 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -4333,17 +4333,17 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) wallVerts[3].tow = wallVerts[2].tow = 0; wallVerts[0].tow = wallVerts[1].tow = gpatch->max_t; } - + // if it has a dispoffset, push it a little towards the camera if (spr->dispoffset) { - float co = -gr_viewcos*(0.05*spr->dispoffset); - float si = -gr_viewsin*(0.05*spr->dispoffset); + float co = -gr_viewcos*(0.05f*spr->dispoffset); + float si = -gr_viewsin*(0.05f*spr->dispoffset); wallVerts[0].z = wallVerts[3].z = wallVerts[0].z+si; wallVerts[1].z = wallVerts[2].z = wallVerts[1].z+si; wallVerts[0].x = wallVerts[3].x = wallVerts[0].x+co; wallVerts[1].x = wallVerts[2].x = wallVerts[1].x+co; } - + realtop = top = wallVerts[3].y; realbot = bot = wallVerts[0].y; towtop = wallVerts[3].tow; @@ -4644,17 +4644,17 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) //////////////////// HWR_DrawSpriteShadow(spr, gpatch, this_scale); } - + // if it has a dispoffset, push it a little towards the camera if (spr->dispoffset) { - float co = -gr_viewcos*(0.05*spr->dispoffset); - float si = -gr_viewsin*(0.05*spr->dispoffset); + float co = -gr_viewcos*(0.05f*spr->dispoffset); + float si = -gr_viewsin*(0.05f*spr->dispoffset); wallVerts[0].z = wallVerts[3].z = wallVerts[0].z+si; wallVerts[1].z = wallVerts[2].z = wallVerts[1].z+si; wallVerts[0].x = wallVerts[3].x = wallVerts[0].x+co; wallVerts[1].x = wallVerts[2].x = wallVerts[1].x+co; } - + // This needs to be AFTER the shadows so that the regular sprites aren't drawn completely black. // sprite lighting by modulating the RGB components /// \todo coloured