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Fixed some compiler warnings.

+5 -9
+4 -7
SDL_gpu/GL_common/SDL_gpuShapes_GL_common.inl
··· 144 144 145 145 static void Arc(GPU_Renderer* renderer, GPU_Target* target, float x, float y, float radius, float start_angle, float end_angle, SDL_Color color) 146 146 { 147 - float thickness = GetLineThickness(renderer); 148 147 float dx, dy; 149 148 int i; 150 - float t = thickness/2; 149 + 150 + float t = GetLineThickness(renderer)/2; 151 151 float inner_radius = radius - t; 152 152 float outer_radius = radius + t; 153 153 ··· 196 196 return; 197 197 198 198 { 199 + BEGIN_UNTEXTURED("GPU_Arc", GL_TRIANGLES, 2*(numSegments), 6*(numSegments)); 200 + 199 201 c = cos(dt); 200 202 s = sin(dt); 201 203 ··· 206 208 start_angle *= M_PI/180; 207 209 dx = cos(start_angle); 208 210 dy = sin(start_angle); 209 - 210 - int i; 211 - BEGIN_UNTEXTURED("GPU_Arc", GL_TRIANGLES, 2*(numSegments), 6*(numSegments)); 212 211 213 212 BEGIN_UNTEXTURED_SEGMENTS(x+inner_radius*dx, y+inner_radius*dy, x+outer_radius*dx, y+outer_radius*dy, r, g, b, a); 214 213 ··· 277 276 return; 278 277 279 278 { 280 - int i; 281 279 BEGIN_UNTEXTURED("GPU_ArcFilled", GL_TRIANGLES, 3 + (numSegments - 1) + 1, 3 + (numSegments - 1) * 3 + 3); 282 - 283 280 284 281 c = cos(dt); 285 282 s = sin(dt);
+1 -1
demos/copy/main.c
··· 21 21 long frameCount; 22 22 Uint8 done; 23 23 SDL_Event event; 24 - Uint8* keystates; 24 + const Uint8* keystates; 25 25 GPU_Camera camera; 26 26 float dt; 27 27 SDL_Surface* surface;
-1
demos/windows2/main.c
··· 35 35 { 36 36 Group g; 37 37 SDL_Surface* surface; 38 - Uint32 windowID = GPU_GetCurrentRenderer()->current_context_target->context->windowID; 39 38 40 39 g.target = GPU_GetCurrentRenderer()->current_context_target; 41 40