// Render reference.
for (int y = 0; y < referenceFrame.getHeight(); y++)
{
- float yf = ((float)y + 0.5f) / referenceFrame.getHeight();
+ float yf = ((float)y + 0.5f) / (float)referenceFrame.getHeight();
int half = de::clamp((int)((float)referenceFrame.getWidth()*0.5f + 0.5f), 0, referenceFrame.getWidth());
// Fill left half - comparison to constant 0.5
for (int x = half; x < referenceFrame.getWidth(); x++)
{
float xf = ((float)x + 0.5f) / (float)referenceFrame.getWidth();
- float xh = ((float)x - half + 0.5f) / (float)(referenceFrame.getWidth()-half);
+ float xh = ((float)(x - half) + 0.5f) / (float)(referenceFrame.getWidth()-half);
float rd = 1.0f - (xh + yf) * 0.5f;
float d = m_evalFunc(Vec2(xf, yf));
bool dpass = compare(m_compareFunc, d, rd);
int quadY = quadNdx / (gridWidth-1);
int quadX = quadNdx - quadY*(gridWidth-1);
- indices[quadNdx*6+0] = quadX + quadY*gridWidth;
- indices[quadNdx*6+1] = quadX + (quadY+1)*gridWidth;
- indices[quadNdx*6+2] = quadX + quadY*gridWidth + 1;
+ indices[quadNdx*6+0] = deUint16(quadX + quadY*gridWidth);
+ indices[quadNdx*6+1] = deUint16(quadX + (quadY+1)*gridWidth);
+ indices[quadNdx*6+2] = deUint16(quadX + quadY*gridWidth + 1);
indices[quadNdx*6+3] = indices[quadNdx*6+1];
- indices[quadNdx*6+4] = quadX + (quadY+1)*gridWidth + 1;
+ indices[quadNdx*6+4] = deUint16(quadX + (quadY+1)*gridWidth + 1);
indices[quadNdx*6+5] = indices[quadNdx*6+2];
}