message: OpenGL: avoid losing precision in double-to-float conversion
diff: @@ -1434,14 +1434,14 @@ void cv::ogl::render(const ogl::Texture2D& tex, Rect_<double> wndRect, Rect_<dou
  gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR);
  CV_CheckGlError();
  - const float vertex[] =
  + const double vertex[] =
  {
  - wndRect.x, wndRect.y, 0.0f,
  - wndRect.x, (wndRect.y + wndRect.height), 0.0f,
  - wndRect.x + wndRect.width, (wndRect.y + wndRect.height), 0.0f,
  - wndRect.x + wndRect.width, wndRect.y, 0.0f
  + wndRect.x, wndRect.y, 0.0,
  + wndRect.x, (wndRect.y + wndRect.height), 0.0,
  + wndRect.x + wndRect.width, (wndRect.y + wndRect.height), 0.0,
  + wndRect.x + wndRect.width, wndRect.y, 0.0
  };
  - const float texCoords[] =
  + const double texCoords[] =
  {
  texRect.x, texRect.y,
  texRect.x, texRect.y + texRect.height,
  @@ -1454,7 +1454,7 @@ void cv::ogl::render(const ogl::Texture2D& tex, Rect_<double> wndRect, Rect_<dou
  gl::EnableClientState(gl::TEXTURE_COORD_ARRAY);
  CV_CheckGlError();
  - gl::TexCoordPointer(2, gl::FLOAT, 0, texCoords);
  + gl::TexCoordPointer(2, gl::DOUBLE, 0, texCoords);
  CV_CheckGlError();
  gl::DisableClientState(gl::NORMAL_ARRAY);
  @@ -1464,7 +1464,7 @@ void cv::ogl::render(const ogl::Texture2D& tex, Rect_<double> wndRect, Rect_<dou
  gl::EnableClientState(gl::VERTEX_ARRAY);
  CV_CheckGlError();
  - gl::VertexPointer(3, gl::FLOAT, 0, vertex);
  + gl::VertexPointer(3, gl::DOUBLE, 0, vertex);
  CV_CheckGlError();
  gl::DrawArrays(gl::QUADS, 0, 4);
  