use float literal suffix for numbers
@@ -333,18 +333,18 @@ glm_persp_decomp(mat4 proj,
m22 = proj[2][2];
m32 = proj[3][2];
- n = m32 / (m22 - 1);
- f = m32 / (m22 + 1);
+ n = m32 / (m22 - 1.0f);
+ f = m32 / (m22 + 1.0f);
n_m11 = n / m11;
n_m00 = n / m00;
*nearVal = n;
*farVal = f;
- *bottom = n_m11 * (m21 - 1);
- *top = n_m11 * (m21 + 1);
- *left = n_m00 * (m20 - 1);
- *right = n_m00 * (m20 + 1);
+ *bottom = n_m11 * (m21 - 1.0f);
+ *top = n_m11 * (m21 + 1.0f);
+ *left = n_m00 * (m20 - 1.0f);
+ *right = n_m00 * (m20 + 1.0f);
}
/*!
@@ -379,9 +379,9 @@ glm_persp_decomp_x(mat4 proj,
m00 = proj[0][0];
m20 = proj[2][0];
- nearVal = proj[3][2] / (proj[3][3] - 1);
- *left = nearVal * (m20 - 1) / m00;
- *right = nearVal * (m20 + 1) / m00;
+ nearVal = proj[3][2] / (proj[3][3] - 1.0f);
+ *left = nearVal * (m20 - 1.0f) / m00;
+ *right = nearVal * (m20 + 1.0f) / m00;
}
/*!
@@ -402,7 +402,7 @@ glm_persp_decomp_y(mat4 proj,
m21 = proj[2][1];
m11 = proj[1][1];
- nearVal = proj[3][2] / (proj[3][3] - 1);
+ nearVal = proj[3][2] / (proj[3][3] - 1.0f);
*bottom = nearVal * (m21 - 1) / m11;
*top = nearVal * (m21 + 1) / m11;
}
@@ -425,8 +425,8 @@ glm_persp_decomp_z(mat4 proj,
m32 = proj[3][2];
m22 = proj[2][2];
- *nearVal = m32 / (m22 - 1);
- *farVal = m32 / (m22 + 1);
+ *nearVal = m32 / (m22 - 1.0f);
+ *farVal = m32 / (m22 + 1.0f);
}
/*!
