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LibGL: Stop unnecessarily casting to float
If the `GLContext`'s internal state uses a `float`, it makes no sense casting to and from `double`s.
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parent
474f9e9c69
commit
ee4039caf8
5 changed files with 21 additions and 26 deletions
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@ -90,16 +90,11 @@ void GLContext::gl_array_element(GLint i)
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}
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}
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void GLContext::gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a)
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void GLContext::gl_color(GLfloat r, GLfloat g, GLfloat b, GLfloat a)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_color, r, g, b, a);
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m_current_vertex_color = {
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static_cast<float>(r),
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static_cast<float>(g),
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static_cast<float>(b),
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static_cast<float>(a),
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};
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m_current_vertex_color = { r, g, b, a };
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}
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void GLContext::gl_color_pointer(GLint size, GLenum type, GLsizei stride, void const* pointer)
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@ -289,13 +284,13 @@ void GLContext::gl_tex_coord_pointer(GLint size, GLenum type, GLsizei stride, vo
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tex_coord_pointer = { .size = size, .type = type, .normalize = false, .stride = stride, .pointer = data_pointer };
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}
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void GLContext::gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
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void GLContext::gl_vertex(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_vertex, x, y, z, w);
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GPU::Vertex vertex;
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vertex.position = { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z), static_cast<float>(w) };
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vertex.position = { x, y, z, w };
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vertex.color = m_current_vertex_color;
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for (size_t i = 0; i < m_device_info.num_texture_units; ++i)
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vertex.tex_coords[i] = m_current_vertex_tex_coord[i];
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