static void offset_begin( struct draw_stage *stage )
{
struct offset_stage *offset = offset_stage(stage);
- float mrd = 1.0 / 65535.0; /* XXX this depends on depthbuffer bits! */
+ float mrd = 1.0f / 65535.0f; /* XXX this depends on depthbuffer bits! */
offset->units = stage->draw->setup.offset_units * mrd;
offset->scale = stage->draw->setup.offset_scale;
struct prim_header *header )
{
struct offset_stage *offset = offset_stage(stage);
- float inv_det = 1.0 / header->det;
+ float inv_det = 1.0f / header->det;
/* Window coords:
*/
* Note: we're applying the offset and clamping per-vertex.
* Ideally, the offset is applied per-fragment prior to fragment shading.
*/
- v0[2] = CLAMP(v0[2] + zoffset, 0.0, 1.0);
- v1[2] = CLAMP(v1[2] + zoffset, 0.0, 1.0);
- v2[2] = CLAMP(v2[2] + zoffset, 0.0, 1.0);
+ v0[2] = CLAMP(v0[2] + zoffset, 0.0f, 1.0f);
+ v1[2] = CLAMP(v1[2] + zoffset, 0.0f, 1.0f);
+ v2[2] = CLAMP(v2[2] + zoffset, 0.0f, 1.0f);
stage->next->tri( stage->next, header );
}