if(!normalized)
{
- sRight = width;
- tBot = height;
+ sRight = (GLfloat) width;
+ tBot = (GLfloat) height;
}
/* XXX: Need to improve buffer_write to allow NO_WAIT (as well as
/* same for all verts: */
for (i = 0; i < 4; i++) {
st->bitmap.vertices[i][0][2] = z;
- st->bitmap.vertices[i][0][3] = 1.0;
+ st->bitmap.vertices[i][0][3] = 1.0f;
st->bitmap.vertices[i][1][0] = color[0];
st->bitmap.vertices[i][1][1] = color[1];
st->bitmap.vertices[i][1][2] = color[2];
cso_set_vertex_elements(cso, 3, st->velems_util_draw);
/* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */
- z = z * 2.0 - 1.0;
+ z = z * 2.0f - 1.0f;
/* draw textured quad */
offset = setup_bitmap_vertex_data(st,