I'm not using the latest GLSL versions.
Have they allowed floats to be written as "1.0f"
and things like "TexCoord * 5".
I remember that before, GLSL was strict about this stuff.
"1.0f" would be 1.0
"TexCoord * 5" would be TexCoord * 5.0
I'm not using the latest GLSL versions.
Have they allowed floats to be written as "1.0f"
and things like "TexCoord * 5".
I remember that before, GLSL was strict about this stuff.
"1.0f" would be 1.0
"TexCoord * 5" would be TexCoord * 5.0
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Sig: http://glhlib.sourceforge.net
an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glhQuickInvertMatrixf2(matrix, inverse_matrix);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);
1.0f and 1.0F are okay:
"floating-suffix: one of
f F" (GLSL 3.3 spec 4.1.4/p.20)
5 (int) for 5.0 (float) is okay:
"In some situations, an expression and its type will be implicitly converted to a different type. The
following table shows all allowed implicit conversions:
Type of expression
int
uint
Can be implicitly converted to
float"
(GLSL 3.3 spec 4.1.10/p.25)