mirror of
https://github.com/WerWolv/ImHex.git
synced 2026-03-30 13:05:25 -05:00
impr: .0f -> .0F
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@@ -92,7 +92,7 @@ namespace hex::plugin::visualizers {
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gl::Vector<float, 3> s_rotation = { { 0.0F, 0.0F, 0.0F } };
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gl::Vector<float, 3> s_lightPosition = { { -0.7F, 0.0F, 0.0F } };
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gl::Vector<float, 4> s_lightBrightness = { { 0.5F, 0.5F, 0.5F, 32.0F } };
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gl::Vector<float, 3> s_lightColor = { { 1.0F, 1.0F, 1.0f } };
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gl::Vector<float, 3> s_lightColor = { { 1.0F, 1.0F, 1.0F } };
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gl::Matrix<float, 4, 4> s_rotate = gl::Matrix<float, 4, 4>::identity();
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ImGuiExt::Texture s_texture;
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@@ -140,10 +140,10 @@ namespace hex::plugin::visualizers {
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gl::Vector<float, 4> minCamera = minWorld, maxCamera = maxWorld;
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if (maxCamera[3] != 0)
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maxCamera = maxCamera * (1.0f / maxCamera[3]);
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maxCamera = maxCamera * (1.0F / maxCamera[3]);
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if (minCamera[3] != 0)
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minCamera = minCamera * (1.0f / minCamera[3]);
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minCamera = minCamera * (1.0F / minCamera[3]);
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float maxx = std::max(std::fabs(minCamera[0]), std::fabs(maxCamera[0]));
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float maxy = std::max(std::fabs(minCamera[1]), std::fabs(maxCamera[1]));
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@@ -445,21 +445,21 @@ namespace hex::plugin::visualizers {
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if (s_drawAxes) {
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gl::Matrix<float, 4, 4> axes = gl::Matrix<float, 4, 4>::identity();
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axes(0, 3) = 1.0f;
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axes(1, 3) = 1.0f;
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axes(2, 3) = 1.0f;
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axes(0, 3) = 1.0F;
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axes(1, 3) = 1.0F;
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axes(2, 3) = 1.0F;
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axes = axes * mvp;
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bool showX = axes(0, 3) > 0.0f;
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bool showY = axes(1, 3) > 0.0f;
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bool showZ = axes(2, 3) > 0.0f;
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bool showX = axes(0, 3) > 0.0F;
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bool showY = axes(1, 3) > 0.0F;
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bool showZ = axes(2, 3) > 0.0F;
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axes.updateRow(0, axes.getRow(0) * (1.0f / axes(0, 3)));
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axes.updateRow(1, axes.getRow(1) * (1.0f / axes(1, 3)));
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axes.updateRow(2, axes.getRow(2) * (1.0f / axes(2, 3)));
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axes.updateRow(0, axes.getRow(0) * (1.0F / axes(0, 3)));
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axes.updateRow(1, axes.getRow(1) * (1.0F / axes(1, 3)));
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axes.updateRow(2, axes.getRow(2) * (1.0F / axes(2, 3)));
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auto axesPosx = (axes.getColumn(0) + 1.0f) * (textureWidth / 2.0f);
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auto axesPosy = (axes.getColumn(1) + 1.0f) * (-textureHeight / 2.0f) + textureHeight;
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auto axesPosx = (axes.getColumn(0) + 1.0F) * (textureWidth / 2.0F);
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auto axesPosy = (axes.getColumn(1) + 1.0F) * (-textureHeight / 2.0F) + textureHeight;
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ImDrawList *drawList = ImGui::GetWindowDrawList();
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@@ -727,8 +727,8 @@ namespace hex::plugin::visualizers {
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gl::Matrix<float, 4, 4> translate = gl::Matrix<float, 4, 4>::identity();
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float totalScale;
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float viewWidth = s_renderingWindowSize.x / 500.0f;
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float viewHeight = s_renderingWindowSize.y / 500.0f;
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float viewWidth = s_renderingWindowSize.x / 500.0F;
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float viewHeight = s_renderingWindowSize.y / 500.0F;
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glViewport(0,0 , GLsizei(renderTexture.getWidth()), GLsizei(renderTexture.getHeight()));
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glDepthRangef(s_nearLimit, s_farLimit);
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glClearColor(0.00F, 0.00F, 0.00F, 0.00f);
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@@ -757,7 +757,7 @@ namespace hex::plugin::visualizers {
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translate(3, 1) = s_translation[1];
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translate(3, 2) = s_translation[2];
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}
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totalScale /= (3.0f * s_max);
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totalScale /= (3.0F * s_max);
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scaleForVertices(0, 0) = totalScale;
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scaleForVertices(1, 1) = totalScale;
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scaleForVertices(2, 2) = totalScale;
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