use float for math funcs

This commit is contained in:
Recep Aslantas
2016-09-13 11:57:52 +03:00
parent 705a4bb9a0
commit 7ef105bab0
2 changed files with 10 additions and 7 deletions

View File

@@ -9,6 +9,8 @@
#define cglm_affine_h
#include "cglm.h"
#include "cglm-vec.h"
#include <math.h>
CGLM_INLINE
void
@@ -100,8 +102,8 @@ glm_rotate_x(mat4 m, float rad, mat4 dest) {
float sinVal;
mat4 t = GLM_MAT_IDENTITY_4F;
cosVal = cos(rad);
sinVal = sin(rad);
cosVal = cosf(rad);
sinVal = sinf(rad);
t[1][1] = cosVal;
t[1][2] = sinVal;
@@ -118,8 +120,8 @@ glm_rotate_y(mat4 m, float rad, mat4 dest) {
float sinVal;
mat4 t = GLM_MAT_IDENTITY_4F;
cosVal = cos(rad);
sinVal = sin(rad);
cosVal = cosf(rad);
sinVal = sinf(rad);
t[0][0] = cosVal;
t[0][2] = -sinVal;
@@ -136,8 +138,8 @@ glm_rotate_z(mat4 m, float rad, mat4 dest) {
float sinVal;
mat4 t = GLM_MAT_IDENTITY_4F;
cosVal = cos(rad);
sinVal = sin(rad);
cosVal = cosf(rad);
sinVal = sinf(rad);
t[0][0] = cosVal;
t[0][1] = sinVal;

View File

@@ -10,6 +10,7 @@
#include "cglm.h"
#include "cglm-intrin.h"
#include <math.h>
CGLM_INLINE
void
@@ -56,7 +57,7 @@ glm_vec_cross(vec3 a, vec3 b, vec3 d) {
CGLM_INLINE
float
glm_vec_norm(vec3 vec) {
return sqrt(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2]);
return sqrtf(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2]);
}
CGLM_INLINE