{
num = i + j * vccount;
- vertices[num].z = -0.5 + (float)(j / 3);
+ vertices[num].z = -0.5 + j / 3.0;
if ((j == 0) || (j == 5))
{
vertices[num].x = vertices[num].y = 0.0;
else
{
normals[num].x = normals[num].y = 0.0;
- normals[num].z = -1.0 + (float)(j / 2);
+ normals[num].z = -1.0 + j / 2.0;
}
tangents[num].x = cosfi;
tangents[num].z = 0.0;
tex_coord[num].x = i / (float)(vccount - 1) * tex_scale.x;
- tex_coord[num].y = (float)((j + 1) / 2) * tex_scale.y / 3.0;
+ tex_coord[num].y = ((j + 1) / 2.0) * tex_scale.y / 3.0;
}
}