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| author | Michael Sartain <[email protected]> | 2014-10-02 08:25:55 -0700 |
|---|---|---|
| committer | Michael Sartain <[email protected]> | 2014-10-02 08:25:55 -0700 |
| commit | 55ed12f8d1eb6887d348be03aee5573d44177ffb (patch) | |
| tree | 3686f7ca78c780cd9a3d367b79a9d9250c1be7c0 /mp/src/materialsystem/stdshaders/BaseVSShader.cpp | |
| parent | * Added support for Visual C++ 2013 Express to VPC (diff) | |
| download | source-sdk-2013-55ed12f8d1eb6887d348be03aee5573d44177ffb.tar.xz source-sdk-2013-55ed12f8d1eb6887d348be03aee5573d44177ffb.zip | |
Updated the SDK with the latest code from the TF and HL2 branches.
Diffstat (limited to 'mp/src/materialsystem/stdshaders/BaseVSShader.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/BaseVSShader.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/mp/src/materialsystem/stdshaders/BaseVSShader.cpp b/mp/src/materialsystem/stdshaders/BaseVSShader.cpp index 31c2e9b2..40e3934b 100644 --- a/mp/src/materialsystem/stdshaders/BaseVSShader.cpp +++ b/mp/src/materialsystem/stdshaders/BaseVSShader.cpp @@ -852,14 +852,14 @@ void CBaseVSShader::SetHWMorphVertexShaderState( int nDimConst, int nSubrectCons s_pShaderAPI->GetStandardTextureDimensions( &nMorphWidth, &nMorphHeight, TEXTURE_MORPH_ACCUMULATOR ); int nDim = s_pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_ACCUMULATOR_4TUPLE_COUNT ); - float pMorphAccumSize[4] = { nMorphWidth, nMorphHeight, nDim, 0.0f }; + float pMorphAccumSize[4] = { (float)nMorphWidth, (float)nMorphHeight, (float)nDim, 0.0f }; s_pShaderAPI->SetVertexShaderConstant( nDimConst, pMorphAccumSize ); int nXOffset = s_pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_ACCUMULATOR_X_OFFSET ); int nYOffset = s_pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_ACCUMULATOR_Y_OFFSET ); int nWidth = s_pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_ACCUMULATOR_SUBRECT_WIDTH ); int nHeight = s_pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_ACCUMULATOR_SUBRECT_HEIGHT ); - float pMorphAccumSubrect[4] = { nXOffset, nYOffset, nWidth, nHeight }; + float pMorphAccumSubrect[4] = { (float)nXOffset, (float)nYOffset, (float)nWidth, (float)nHeight }; s_pShaderAPI->SetVertexShaderConstant( nSubrectConst, pMorphAccumSubrect ); s_pShaderAPI->BindStandardVertexTexture( morphSampler, TEXTURE_MORPH_ACCUMULATOR ); |