std::string def, use;
float ambientIntensity = 0;
aiVector3D attenuation(1, 0, 0);
-float beamWidth = 0.7854;
+float beamWidth = 0.7854f;
aiColor3D color(1, 1, 1);
-float cutOffAngle = 1.570796;
+float cutOffAngle = 1.570796f;
aiVector3D direction(0, 0, -1);
bool global = true;
float intensity = 1;
tvalf = 1;
taimat.AddProperty(&tvalf, 1, AI_MATKEY_SHININESS_STRENGTH);
taimat.AddProperty(&tnemat.Shininess, 1, AI_MATKEY_SHININESS);
- tvalf = 1.0 - tnemat.Transparency;
+ tvalf = 1.0f - tnemat.Transparency;
taimat.AddProperty(&tvalf, 1, AI_MATKEY_OPACITY);
}// if((*el_it)->Type == CX3DImporter_NodeElement::ENET_Material)
else if((*el_it)->Type == CX3DImporter_NodeElement::ENET_ImageTexture)
void X3DImporter::ParseNode_Shape_Material()
{
std::string use, def;
-float ambientIntensity = 0.2;
-float shininess = 0.2;
+float ambientIntensity = 0.2f;
+float shininess = 0.2f;
float transparency = 0;
-aiColor3D diffuseColor(0.8, 0.8, 0.8);
+aiColor3D diffuseColor(0.8f, 0.8f, 0.8f);
aiColor3D emissiveColor(0, 0, 0);
aiColor3D specularColor(0, 0, 0);
CX3DImporter_NodeElement* ne;