Fixed OSX build as suggested by ajrhacker

* use fabsf rather than abs for float->float
This commit is contained in:
Jezze 2016-09-28 22:53:49 +02:00
parent 449ef17cc3
commit 778d54daf6

View File

@ -345,10 +345,10 @@ public:
// getters
render_primitive *next() const { return m_next; }
bool packable(const INT32 pack_size) const { return (flags & PRIMFLAG_PACKABLE) && texture.base != nullptr && texture.width <= pack_size && texture.height <= pack_size; }
float get_quad_width() const { return abs(bounds.x1 - bounds.x0); }
float get_quad_height() const { return abs(bounds.y1 - bounds.y0); }
float get_full_quad_width() const { return abs(full_bounds.x1 - full_bounds.x0); }
float get_full_quad_height() const { return abs(full_bounds.y1 - full_bounds.y0); }
float get_quad_width() const { return fabsf(bounds.x1 - bounds.x0); }
float get_quad_height() const { return fabsf(bounds.y1 - bounds.y0); }
float get_full_quad_width() const { return fabsf(full_bounds.x1 - full_bounds.x0); }
float get_full_quad_height() const { return fabsf(full_bounds.y1 - full_bounds.y0); }
// reset to prepare for re-use
void reset();