[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35953] trunk/blender/source/blender: quiet gcc float -> double promotion warnings.
Campbell Barton
ideasman42 at gmail.com
Sat Apr 2 04:08:34 CEST 2011
Revision: 35953
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=35953
Author: campbellbarton
Date: 2011-04-02 02:08:33 +0000 (Sat, 02 Apr 2011)
Log Message:
-----------
quiet gcc float -> double promotion warnings.
Modified Paths:
--------------
trunk/blender/source/blender/blenkernel/intern/boids.c
trunk/blender/source/blender/blenkernel/intern/effect.c
trunk/blender/source/blender/blenkernel/intern/fmodifier.c
trunk/blender/source/blender/blenkernel/intern/node.c
trunk/blender/source/blender/blenkernel/intern/particle.c
trunk/blender/source/blender/blenkernel/intern/particle_system.c
trunk/blender/source/blender/blenkernel/intern/pointcache.c
trunk/blender/source/blender/blenkernel/intern/seqeffects.c
trunk/blender/source/blender/blenkernel/intern/sequencer.c
trunk/blender/source/blender/blenkernel/intern/sound.c
trunk/blender/source/blender/blenlib/intern/freetypefont.c
trunk/blender/source/blender/gpu/intern/gpu_material.c
trunk/blender/source/blender/render/intern/include/texture.h
trunk/blender/source/blender/render/intern/source/imagetexture.c
trunk/blender/source/blender/windowmanager/intern/wm_gesture.c
trunk/blender/source/blender/windowmanager/intern/wm_operators.c
Modified: trunk/blender/source/blender/blenkernel/intern/boids.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/boids.c 2011-04-02 01:36:40 UTC (rev 35952)
+++ trunk/blender/source/blender/blenkernel/intern/boids.c 2011-04-02 02:08:33 UTC (rev 35953)
@@ -233,7 +233,7 @@
t = hit.dist/col.original_ray_length;
/* avoid head-on collision */
- if(dot_v3v3(col.pce.nor, pa->prev_state.ave) < -0.99) {
+ if(dot_v3v3(col.pce.nor, pa->prev_state.ave) < -0.99f) {
/* don't know why, but uneven range [0.0,1.0] */
/* works much better than even [-1.0,1.0] */
bbd->wanted_co[0] = BLI_frand();
@@ -439,7 +439,7 @@
mul = dot_v3v3(vec, vec);
/* leader is not moving */
- if(mul < 0.01) {
+ if(mul < 0.01f) {
len = len_v3(loc);
/* too close to leader */
if(len < 2.0f * val->personal_space * pa->size) {
@@ -476,7 +476,7 @@
else {
VECCOPY(loc, flbr->oloc);
sub_v3_v3v3(vec, flbr->loc, flbr->oloc);
- mul_v3_fl(vec, 1.0/bbd->timestep);
+ mul_v3_fl(vec, 1.0f/bbd->timestep);
}
/* fac is seconds behind leader */
@@ -499,7 +499,7 @@
mul = dot_v3v3(vec, vec);
/* leader is not moving */
- if(mul < 0.01) {
+ if(mul < 0.01f) {
len = len_v3(loc);
/* too close to leader */
if(len < 2.0f * val->personal_space * pa->size) {
@@ -730,7 +730,7 @@
if(ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing)) {
val->max_speed = boids->land_max_speed * bpa->data.health/boids->health;
val->max_acc = boids->land_max_acc * val->max_speed;
- val->max_ave = boids->land_max_ave * M_PI * bpa->data.health/boids->health;
+ val->max_ave = boids->land_max_ave * (float)M_PI * bpa->data.health/boids->health;
val->min_speed = 0.0f; /* no minimum speed on land */
val->personal_space = boids->land_personal_space;
val->jump_speed = boids->land_jump_speed * bpa->data.health/boids->health;
@@ -738,7 +738,7 @@
else {
val->max_speed = boids->air_max_speed * bpa->data.health/boids->health;
val->max_acc = boids->air_max_acc * val->max_speed;
- val->max_ave = boids->air_max_ave * M_PI * bpa->data.health/boids->health;
+ val->max_ave = boids->air_max_ave * (float)M_PI * bpa->data.health/boids->health;
val->min_speed = boids->air_min_speed * boids->air_max_speed;
val->personal_space = boids->air_personal_space;
val->jump_speed = 0.0f; /* no jumping in air */
@@ -872,7 +872,7 @@
VECCOPY(nor, surface_nor);
/* gather apparent gravity */
- VECADDFAC(bpa->gravity, bpa->gravity, surface_nor, -1.0);
+ VECADDFAC(bpa->gravity, bpa->gravity, surface_nor, -1.0f);
normalize_v3(bpa->gravity);
/* raise boid it's size from surface */
@@ -1010,7 +1010,7 @@
/* decide on jumping & liftoff */
if(bpa->data.mode == eBoidMode_OnLand) {
/* fuzziness makes boids capable of misjudgement */
- float mul = 1.0 + state->rule_fuzziness;
+ float mul = 1.0f + state->rule_fuzziness;
if(boids->options & BOID_ALLOW_FLIGHT && bbd->wanted_co[2] > 0.0f) {
float cvel[3], dir[3];
@@ -1021,7 +1021,7 @@
VECCOPY(cvel, bbd->wanted_co);
normalize_v2(cvel);
- if(dot_v2v2(cvel, dir) > 0.95 / mul)
+ if(dot_v2v2(cvel, dir) > 0.95f / mul)
bpa->data.mode = eBoidMode_Liftoff;
}
else if(val.jump_speed > 0.0f) {
@@ -1129,7 +1129,7 @@
bpa->ground = boid_find_ground(bbd, pa, ground_co, ground_nor);
/* level = how many particle sizes above ground */
- level = (pa->prev_state.co[2] - ground_co[2])/(2.0f * pa->size) - 0.5;
+ level = (pa->prev_state.co[2] - ground_co[2])/(2.0f * pa->size) - 0.5f;
landing_level = - boids->landing_smoothness * pa->prev_state.vel[2] * pa_mass;
@@ -1328,7 +1328,7 @@
boid_climb(boids, pa, ground_co, ground_nor);
}
/* land boid when really near ground */
- else if(pa->state.co[2] <= ground_co[2] + 1.01 * pa->size * boids->height){
+ else if(pa->state.co[2] <= ground_co[2] + 1.01f * pa->size * boids->height){
pa->state.co[2] = ground_co[2] + pa->size * boids->height;
pa->state.vel[2] = 0.0f;
bpa->data.mode = eBoidMode_OnLand;
@@ -1370,7 +1370,7 @@
boid_climb(boids, pa, ground_co, ground_nor);
}
/* ground is too far away so boid falls */
- else if(pa->state.co[2]-ground_co[2] > 1.1 * pa->size * boids->height)
+ else if(pa->state.co[2]-ground_co[2] > 1.1f * pa->size * boids->height)
bpa->data.mode = eBoidMode_Falling;
else {
/* constrain to surface */
@@ -1402,7 +1402,7 @@
/* save direction to state.ave unless the boid is falling */
/* (boids can't effect their direction when falling) */
- if(bpa->data.mode!=eBoidMode_Falling && len_v3(pa->state.vel) > 0.1*pa->size) {
+ if(bpa->data.mode!=eBoidMode_Falling && len_v3(pa->state.vel) > 0.1f*pa->size) {
copy_v3_v3(pa->state.ave, pa->state.vel);
pa->state.ave[2] *= bbd->part->boids->pitch;
normalize_v3(pa->state.ave);
Modified: trunk/blender/source/blender/blenkernel/intern/effect.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/effect.c 2011-04-02 01:36:40 UTC (rev 35952)
+++ trunk/blender/source/blender/blenkernel/intern/effect.c 2011-04-02 02:08:33 UTC (rev 35953)
@@ -495,7 +495,7 @@
float ret;
float sign = 0;
- sign = ((float)random > 64.0) ? 1.0: -1.0; // dividing by 2 is not giving equal sign distribution
+ sign = ((float)random > 64.0f) ? 1.0f: -1.0f; // dividing by 2 is not giving equal sign distribution
ret = sign*((float)random / force)*strength/128.0f;
@@ -517,7 +517,7 @@
if(!usemin)
mindist = 0.0;
- return pow((double)1.0+fac-mindist, (double)-power);
+ return pow((double)(1.0f+fac-mindist), (double)(-power));
}
static float falloff_func_dist(PartDeflect *pd, float fac)
@@ -653,7 +653,7 @@
sim.psys= eff->psys;
/* TODO: time from actual previous calculated frame (step might not be 1) */
- state.time = cfra - 1.0;
+ state.time = cfra - 1.0f;
ret = psys_get_particle_state(&sim, *efd->index, &state, 0);
/* TODO */
@@ -705,7 +705,7 @@
if(real_velocity) {
VECCOPY(efd->vel, ob->obmat[3]);
- where_is_object_time(eff->scene, ob, cfra - 1.0);
+ where_is_object_time(eff->scene, ob, cfra - 1.0f);
sub_v3_v3v3(efd->vel, efd->vel, ob->obmat[3]);
}
@@ -931,10 +931,10 @@
case PFIELD_LENNARDJ:
fac = pow((efd->size + point->size) / efd->distance, 6.0);
- fac = - fac * (1.0 - fac) / efd->distance;
+ fac = - fac * (1.0f - fac) / efd->distance;
/* limit the repulsive term drastically to avoid huge forces */
- fac = ((fac>2.0) ? 2.0 : fac);
+ fac = ((fac>2.0f) ? 2.0f : fac);
mul_v3_fl(force, strength * fac);
break;
Modified: trunk/blender/source/blender/blenkernel/intern/fmodifier.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/fmodifier.c 2011-04-02 01:36:40 UTC (rev 35952)
+++ trunk/blender/source/blender/blenkernel/intern/fmodifier.c 2011-04-02 02:08:33 UTC (rev 35953)
@@ -346,7 +346,7 @@
case FCM_GENERATOR_FN_LN: /* natural log */
{
/* check that value is greater than 1? */
- if (arg > 1.0f) {
+ if (arg > 1.0) {
fn= log;
}
else {
@@ -358,7 +358,7 @@
case FCM_GENERATOR_FN_SQRT: /* square root */
{
/* no negative numbers */
- if (arg > 0.0f) {
+ if (arg > 0.0) {
fn= sqrt;
}
else {
@@ -374,7 +374,7 @@
/* execute function callback to set value if appropriate */
if (fn) {
- float value= (float)(data->amplitude*fn(arg) + data->value_offset);
+ float value= (float)(data->amplitude*(float)fn(arg) + data->value_offset);
if (data->flag & FCM_GENERATOR_ADDITIVE)
*cvalue += value;
Modified: trunk/blender/source/blender/blenkernel/intern/node.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/node.c 2011-04-02 01:36:40 UTC (rev 35952)
+++ trunk/blender/source/blender/blenkernel/intern/node.c 2011-04-02 02:08:33 UTC (rev 35953)
@@ -2725,7 +2725,7 @@
node= getExecutableNode(ntree);
if(node) {
if(ntree->progress && totnode)
- ntree->progress(ntree->prh, (1.0 - curnode/(float)totnode));
+ ntree->progress(ntree->prh, (1.0f - curnode/(float)totnode));
if(ntree->stats_draw) {
char str[64];
sprintf(str, "Compositing %d %s", curnode, node->name);
Modified: trunk/blender/source/blender/blenkernel/intern/particle.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/particle.c 2011-04-02 01:36:40 UTC (rev 35952)
+++ trunk/blender/source/blender/blenkernel/intern/particle.c 2011-04-02 02:08:33 UTC (rev 35953)
@@ -880,7 +880,7 @@
if((arearatio < 1.0f || viewport < 1.0f) && elem->totchild) {
/* lambda is percentage of elements to keep */
- lambda= (arearatio < 1.0f)? pow(arearatio, powrate): 1.0f;
+ lambda= (arearatio < 1.0f)? powf(arearatio, powrate): 1.0f;
lambda *= viewport;
lambda= MAX2(lambda, 1.0f/elem->totchild);
@@ -2254,7 +2254,7 @@
pd_point_from_particle(sim, sim->psys->particles+i, &eff_key, &epoint);
pdDoEffectors(sim->psys->effectors, sim->colliders, sim->psys->part->effector_weights, &epoint, force, NULL);
- mul_v3_fl(force, effector*pow((float)k / (float)steps, 100.0f * sim->psys->part->eff_hair) / (float)steps);
+ mul_v3_fl(force, effector*powf((float)k / (float)steps, 100.0f * sim->psys->part->eff_hair) / (float)steps);
add_v3_v3(force, vec);
Modified: trunk/blender/source/blender/blenkernel/intern/particle_system.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/particle_system.c 2011-04-02 01:36:40 UTC (rev 35952)
+++ trunk/blender/source/blender/blenkernel/intern/particle_system.c 2011-04-02 02:08:33 UTC (rev 35953)
@@ -659,7 +659,7 @@
if(num==0) return;
- rad1= (float)(1.0f/sqrt((float)num));
+ rad1= (float)(1.0f/sqrtf((float)num));
rad2= (float)(1.0f/((float)num));
rad3= (float)sqrt((float)num)/((float)num);
@@ -1668,7 +1668,7 @@
zero_v3(pa->state.vel);
/* boids store direction in ave */
- if(fabs(nor[2])==1.0f) {
+ if(fabsf(nor[2])==1.0f) {
sub_v3_v3v3(pa->state.ave, loc, ob->obmat[3]);
normalize_v3(pa->state.ave);
}
@@ -2334,7 +2334,7 @@
pfr->neighbors[pfr->tot_neighbors].psys = pfr->npsys;
pfr->tot_neighbors++;
@@ Diff output truncated at 10240 characters. @@
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