unsigned char env_map[TEXRES_X][TEXRES_Y][4];
GLuint texName;
-float window_x = 640, window_y = 480;
+int window_x = 640, window_y = 480;
float alpha = 0.0, beta = 0.0;
/*****************************************************************/
float rz = -tz;
float inv_m = 1.0 / (2.0 * sqrt(rx*rx + ry*ry + (rz + 1)*(rz + 1)));
- int s = TEXRES_X * (rx * inv_m + 0.5);
- int t = TEXRES_Y * (ry * inv_m + 0.5);
+ int s = (int)(TEXRES_X * (rx * inv_m + 0.5));
+ int t = (int)(TEXRES_Y * (ry * inv_m + 0.5));
//seg_fault protection:
if (s<0) s=0;
if (t<0) t=0;
if (t>=TEXRES_Y) t=TEXRES_Y-1;
- env_map[s][t][0] = r * 255;
- env_map[s][t][1] = g * 255;
- env_map[s][t][2] = b * 255;
- env_map[s][t][3] = a * 255;
+ env_map[s][t][0] = (unsigned char)(r * 255);
+ env_map[s][t][1] = (unsigned char)(g * 255);
+ env_map[s][t][2] = (unsigned char)(b * 255);
+ env_map[s][t][3] = (unsigned char)(a * 255);
}
}
}
//show light
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- gluPerspective((GLdouble) 60.0, window_x/window_y, (GLdouble) 1.0, (GLdouble) 100.0);
+ gluPerspective((GLdouble) 60.0, (float)window_x/window_y, (GLdouble) 1.0, (GLdouble) 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//show how the map looks like
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- //gluOrtho2D(0.0 -10.0, 1.0 +10.0, -window_x/window_y -10.0,0.0 +10.0);
+ //gluOrtho2D(0.0 -10.0, 1.0 +10.0, -(float)window_x/window_y -10.0,0.0 +10.0);
//glOrtho(0.0, 5.0, -5.0, 0.0, -10.0, 10.0);
- glOrtho(0.0, 5.0*(window_x/window_y), -5.0, 0.0, -10.0, 10.0);
+ glOrtho(0.0, 5.0*((float)window_x/window_y), -5.0, 0.0, -10.0, 10.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_TEXTURE_2D);