Re: [PATCH 2/5] d3dx9_36: Implemented ID3DXConstantTable_SetIntArray and ID3DXConstantTable_SetInt
+ /* We need the for loop, since we need to convert the integer to a float */ + for (i = 0; i < count && i < desc.RegisterCount; i++) + { + row[0] = (float)n[i];
The cast is unneeded, and the comment above is too.
On Feb 8, 2011, at 4:10 AM, Matteo Bruni <matteo.mystral(a)gmail.com> wrote:
+ /* We need the for loop, since we need to convert the integer to a float */ + for (i = 0; i < count && i < desc.RegisterCount; i++) + { + row[0] = (float)n[i];
The cast is unneeded, and the comment above is too.
If it's being passed into set*shaderconstantf, shouldn't it need to be cast to a float? Or am I mishnderstaning you? Travis
2011/2/9 Travis Athougies <iammisc(a)gmail.com>:
On Feb 8, 2011, at 4:10 AM, Matteo Bruni <matteo.mystral(a)gmail.com> wrote:
+ /* We need the for loop, since we need to convert the integer to a float */ + for (i = 0; i < count && i < desc.RegisterCount; i++) + { + row[0] = (float)n[i];
The cast is unneeded, and the comment above is too.
If it's being passed into set*shaderconstantf, shouldn't it need to be cast to a float? Or am I mishnderstaning you?
Travis
In that statement you are assigning n[i], an int, to row[0], a float. Automatic type conversion will happen anyway, so no (float) cast is necessary. In general you should avoid casts unless they are really needed.
participants (2)
-
Matteo Bruni -
Travis Athougies