propagating precision requirments into operations

This commit is contained in:
Chris Russ
2016-07-16 18:23:33 +10:00
parent 5adb0e899c
commit fa1d6d8c55
36 changed files with 437 additions and 411 deletions
+8 -8
View File
@@ -222,7 +222,7 @@ struct BaseNode
mName = szTemp;
// Set mTargetPosition to qnan
const float qnan = get_qnan();
const ai_real qnan = get_qnan();
mTargetPosition.x = qnan;
}
@@ -317,9 +317,9 @@ struct Light : public BaseNode
LightType mLightType;
aiColor3D mColor;
float mIntensity;
float mAngle; // in degrees
float mFalloff;
ai_real mIntensity;
ai_real mAngle; // in degrees
ai_real mFalloff;
};
// ---------------------------------------------------------------------------
@@ -342,7 +342,7 @@ struct Camera : public BaseNode
{
}
float mFOV, mNear, mFar;
ai_real mFOV, mNear, mFar;
CameraType mCameraType;
};
@@ -544,13 +544,13 @@ private:
//! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
//! \param apOut Output buffer (3 floats)
//! \param rIndexOut Output index
void ParseLV4MeshFloatTriple(float* apOut, unsigned int& rIndexOut);
void ParseLV4MeshFloatTriple(ai_real* apOut, unsigned int& rIndexOut);
// -------------------------------------------------------------------
//! Parse a *MESH_VERT block in a file
//! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
//! \param apOut Output buffer (3 floats)
void ParseLV4MeshFloatTriple(float* apOut);
void ParseLV4MeshFloatTriple(ai_real* apOut);
// -------------------------------------------------------------------
//! Parse a *MESH_TFACE block in a file
@@ -568,7 +568,7 @@ private:
// -------------------------------------------------------------------
//! Parse a single float element
//! \param fOut Output float
void ParseLV4MeshFloat(float& fOut);
void ParseLV4MeshFloat(ai_real& fOut);
// -------------------------------------------------------------------
//! Parse a single int element