Fix issue with wrong type conversion with double precision in examples
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@ -163,7 +163,7 @@ void Box::updateTransform() {
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rp3d::Transform transform = mRigidBody->getInterpolatedTransform();
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// Compute the transform used for rendering the box
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float matrix[16];
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rp3d::decimal matrix[16];
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transform.getOpenGLMatrix(matrix);
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openglframework::Matrix4 newMatrix(matrix[0], matrix[4], matrix[8], matrix[12],
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matrix[1], matrix[5], matrix[9], matrix[13],
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@ -124,7 +124,7 @@ void Capsule::updateTransform() {
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rp3d::Transform transform = mRigidBody->getInterpolatedTransform();
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// Compute the transform used for rendering the sphere
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float matrix[16];
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rp3d::decimal matrix[16];
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transform.getOpenGLMatrix(matrix);
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openglframework::Matrix4 newMatrix(matrix[0], matrix[4], matrix[8], matrix[12],
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matrix[1], matrix[5], matrix[9], matrix[13],
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@ -124,7 +124,7 @@ void Cone::updateTransform() {
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rp3d::Transform transform = mRigidBody->getInterpolatedTransform();
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// Compute the transform used for rendering the cone
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float matrix[16];
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rp3d::decimal matrix[16];
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transform.getOpenGLMatrix(matrix);
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openglframework::Matrix4 newMatrix(matrix[0], matrix[4], matrix[8], matrix[12],
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matrix[1], matrix[5], matrix[9], matrix[13],
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@ -137,7 +137,7 @@ void ConvexMesh::updateTransform() {
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rp3d::Transform transform = mRigidBody->getInterpolatedTransform();
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// Compute the transform used for rendering the sphere
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float matrix[16];
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rp3d::decimal matrix[16];
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transform.getOpenGLMatrix(matrix);
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openglframework::Matrix4 newMatrix(matrix[0], matrix[4], matrix[8], matrix[12],
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matrix[1], matrix[5], matrix[9], matrix[13],
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@ -124,7 +124,7 @@ void Cylinder::updateTransform() {
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rp3d::Transform transform = mRigidBody->getInterpolatedTransform();
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// Compute the transform used for rendering the cylinder
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float matrix[16];
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rp3d::decimal matrix[16];
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transform.getOpenGLMatrix(matrix);
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openglframework::Matrix4 newMatrix(matrix[0], matrix[4], matrix[8], matrix[12],
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matrix[1], matrix[5], matrix[9], matrix[13],
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@ -142,7 +142,7 @@ void Dumbbell::updateTransform() {
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rp3d::Transform transform = mRigidBody->getInterpolatedTransform();
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// Compute the transform used for rendering the sphere
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float matrix[16];
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rp3d::decimal matrix[16];
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transform.getOpenGLMatrix(matrix);
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openglframework::Matrix4 newMatrix(matrix[0], matrix[4], matrix[8], matrix[12],
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matrix[1], matrix[5], matrix[9], matrix[13],
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@ -124,7 +124,7 @@ void Sphere::updateTransform() {
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rp3d::Transform transform = mRigidBody->getInterpolatedTransform();
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// Compute the transform used for rendering the sphere
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float matrix[16];
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rp3d::decimal matrix[16];
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transform.getOpenGLMatrix(matrix);
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openglframework::Matrix4 newMatrix(matrix[0], matrix[4], matrix[8], matrix[12],
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matrix[1], matrix[5], matrix[9], matrix[13],
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