Fix floating point precision loss in renderer [part 2]
Fix floatTime using float precision instead of double using GCC. Fix R_BindAnimatedImage to be in sync with function table. Fix vertexDeform bulge, vertexDeform normals, noise wave function at high level time. Revert unnecessary float -> double conversions.
This commit is contained in:
parent
30fdd88c9f
commit
59b1262b82
12 changed files with 62 additions and 69 deletions
|
@ -49,7 +49,7 @@ void R_NoiseInit( void )
|
|||
}
|
||||
}
|
||||
|
||||
float R_NoiseGet4f( float x, float y, float z, float t )
|
||||
float R_NoiseGet4f( float x, float y, float z, double t )
|
||||
{
|
||||
int i;
|
||||
int ix, iy, iz, it;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue