/* only return Z, not stencil data */
const GLuint *src = TEXEL_ADDR(GLuint, texImage, i, j, k, 1);
const GLdouble scale = 1.0 / (GLdouble) 0xffffff;
- texel[0] = ((*src) >> 8) * scale;
+ texel[0] = (GLfloat) (((*src) >> 8) * scale);
ASSERT(texImage->Base.TexFormat == MESA_FORMAT_Z24_S8 ||
texImage->Base.TexFormat == MESA_FORMAT_Z24_X8);
ASSERT(texel[0] >= 0.0F);
/* only return Z, not stencil data */
const GLuint *src = TEXEL_ADDR(GLuint, texImage, i, j, k, 1);
const GLdouble scale = 1.0 / (GLdouble) 0xffffff;
- texel[0] = ((*src) & 0x00ffffff) * scale;
+ texel[0] = (GLfloat) (((*src) & 0x00ffffff) * scale);
ASSERT(texImage->Base.TexFormat == MESA_FORMAT_S8_Z24 ||
texImage->Base.TexFormat == MESA_FORMAT_X8_Z24);
ASSERT(texel[0] >= 0.0F);