What we want here is
c = cosf( angle * (float)(M_PI / 180.0) );
so the compiler can evaluate the constant expression and use a float
representation for the result.
I always find it a little awkward deciding between using OpenGL's types
like GLfloat or simple language types
when working with syste
On Tue, 2015-07-14 at 13:19 +0200, Iago Toral wrote:
> On Mon, 2015-07-13 at 16:22 -0700, Matt Turner wrote:
> > ---
> > src/mesa/math/m_clip_tmp.h | 20 ++---
> > src/mesa/math/m_matrix.c | 70
> > +++---
> > src/mesa/math/m_norm_tmp.h | 2 +-
>
On Mon, 2015-07-13 at 16:22 -0700, Matt Turner wrote:
> ---
> src/mesa/math/m_clip_tmp.h | 20 ++---
> src/mesa/math/m_matrix.c | 70
> +++---
> src/mesa/math/m_norm_tmp.h | 2 +-
> 3 files changed, 46 insertions(+), 46 deletions(-)
>
> diff --g
---
src/mesa/math/m_clip_tmp.h | 20 ++---
src/mesa/math/m_matrix.c | 70 +++---
src/mesa/math/m_norm_tmp.h | 2 +-
3 files changed, 46 insertions(+), 46 deletions(-)
diff --git a/src/mesa/math/m_clip_tmp.h b/src/mesa/math/m_clip_tmp.h
index e289