SUB_3V(VP, light->_Position, vertex);
/* d = length(VP) */
d = (GLfloat) LEN_3FV( VP );
- if (d > 1.0e-6) {
+ if (d > 1.0e-6F) {
/* normalize VP */
GLfloat invd = 1.0F / d;
SELF_SCALE_SCALAR_3V(VP, invd);
}
}
- if (attenuation < 1e-3)
+ if (attenuation < 1e-3F)
continue;
n_dot_VP = DOT3( normal, VP );
shine = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
spec_coef = powf(n_dot_h, shine);
- if (spec_coef > 1.0e-10) {
+ if (spec_coef > 1.0e-10F) {
if (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) {
ACC_SCALE_SCALAR_3V( specularContrib, spec_coef,
light->_MatSpecular[0]);
GLfloat eye[4], clip[4], ndc[3], d;
GLfloat *norm, eyenorm[3];
GLfloat *objnorm = ctx->Current.Attrib[VERT_ATTRIB_NORMAL];
- double scale[3], translate[3];
+ float scale[3], translate[3];
/* apply modelview matrix: eye = MV * obj */
TRANSFORM_POINT( eye, ctx->ModelviewMatrixStack.Top->m, vObj );