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:
Zack Middleton 2017-08-02 23:29:46 -05:00
parent 30fdd88c9f
commit 59b1262b82
12 changed files with 62 additions and 69 deletions

View file

@ -661,7 +661,7 @@ void RB_SetGL2D (void) {
// set time for 2D shaders
backEnd.refdef.time = ri.Milliseconds();
backEnd.refdef.floatTime = (double)backEnd.refdef.time * 0.001f;
backEnd.refdef.floatTime = backEnd.refdef.time * 0.001;
}