X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;h=ed62704fd66b5864c071d769973b7aeb72fe43d4;hp=9e832d28fa37d8348bf0522d86c28d9f421fa0d3;hb=fdc6f69d40cf7e872218ec48493534cc3b85c852;hpb=511dab1a9daf02d8988151e6f5b8b560437bb322 diff --git a/src/view.cpp b/src/view.cpp index 9e832d2..ed62704 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -19,7 +19,7 @@ void View::Render() glMatrixMode(GL_PROJECTION); glLoadIdentity(); - glOrtho(m_bounds.x, m_bounds.x+m_bounds.w, m_bounds.y + m_bounds.h, m_bounds.y, -1.f, 1.f); + glOrtho(Float(m_bounds.x), Float(m_bounds.x)+Float(m_bounds.w), Float(m_bounds.y) + Float(m_bounds.h), Float(m_bounds.y), -1.f, 1.f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); @@ -30,10 +30,10 @@ void View::Render() if (m_document.m_objects.types[id] == RECT_FILLED) continue; Rect obj_bounds = m_document.m_objects.bounds[id]; - glVertex2f(obj_bounds.x, obj_bounds.y); - glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y); - glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y + obj_bounds.h); - glVertex2f(obj_bounds.x, obj_bounds.y + obj_bounds.h); + glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y)); + glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y)); + glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h)); + glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h)); } glEnd(); @@ -43,10 +43,10 @@ void View::Render() continue; Rect obj_bounds = m_document.m_objects.bounds[id]; glBegin(GL_LINE_LOOP); - glVertex2f(obj_bounds.x, obj_bounds.y); - glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y); - glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y + obj_bounds.h); - glVertex2f(obj_bounds.x, obj_bounds.y + obj_bounds.h); + glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y)); + glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y)); + glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h)); + glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h)); glEnd(); }