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authorLoki Rautio <lokirautio@gmail.com>2026-03-07 21:12:22 -0600
committerLoki Rautio <lokirautio@gmail.com>2026-03-07 21:12:22 -0600
commit087b7e7abfe81dd7f0fdcdea36ac9f245950df1a (patch)
tree69454763e73ca764af4e682d3573080b13138a0e /Minecraft.Client/ArrowRenderer.cpp
parenta9be52c41a02d207233199e98898fe7483d7e817 (diff)
Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore functionality of the nightly. All in-game menus do not work and generating a world crashes. This reverts commit a9be52c41a02d207233199e98898fe7483d7e817.
Diffstat (limited to 'Minecraft.Client/ArrowRenderer.cpp')
-rw-r--r--Minecraft.Client/ArrowRenderer.cpp26
1 files changed, 13 insertions, 13 deletions
diff --git a/Minecraft.Client/ArrowRenderer.cpp b/Minecraft.Client/ArrowRenderer.cpp
index a7dd6efd..4698cd6e 100644
--- a/Minecraft.Client/ArrowRenderer.cpp
+++ b/Minecraft.Client/ArrowRenderer.cpp
@@ -23,7 +23,7 @@ void ArrowRenderer::render(shared_ptr<Entity> _arrow, double x, double y, double
if( ( xRot - xRotO ) > 180.0f ) xRot -= 360.0f;
else if( ( xRot - xRotO ) < -180.0f ) xRot += 360.0f;
- glTranslatef(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z));
+ glTranslatef((float)x, (float)y, (float)z);
glRotatef(yRotO + (yRot - yRotO) * a - 90, 0, 1, 0);
glRotatef(xRotO + (xRot - xRotO) * a, 0, 0, 1);
@@ -55,19 +55,19 @@ void ArrowRenderer::render(shared_ptr<Entity> _arrow, double x, double y, double
// glNormal3f(ss, 0, 0); // 4J - changed to use tesselator
t->begin();
t->normal(1,0,0);
- t->vertexUV(static_cast<float>(-7), static_cast<float>(-2), static_cast<float>(-2), (float)( u02), (float)( v02));
- t->vertexUV(static_cast<float>(-7), static_cast<float>(-2), static_cast<float>(+2), (float)( u12), (float)( v02));
- t->vertexUV(static_cast<float>(-7), static_cast<float>(+2), static_cast<float>(+2), (float)( u12), (float)( v12));
- t->vertexUV(static_cast<float>(-7), static_cast<float>(+2), static_cast<float>(-2), (float)( u02), (float)( v12));
+ t->vertexUV((float)(-7), (float)( -2), (float)( -2), (float)( u02), (float)( v02));
+ t->vertexUV((float)(-7), (float)( -2), (float)( +2), (float)( u12), (float)( v02));
+ t->vertexUV((float)(-7), (float)( +2), (float)( +2), (float)( u12), (float)( v12));
+ t->vertexUV((float)(-7), (float)( +2), (float)( -2), (float)( u02), (float)( v12));
t->end();
// glNormal3f(-ss, 0, 0); // 4J - changed to use tesselator
t->begin();
t->normal(-1,0,0);
- t->vertexUV(static_cast<float>(-7), static_cast<float>(+2), static_cast<float>(-2), (float)( u02), (float)( v02));
- t->vertexUV(static_cast<float>(-7), static_cast<float>(+2), static_cast<float>(+2), (float)( u12), (float)( v02));
- t->vertexUV(static_cast<float>(-7), static_cast<float>(-2), static_cast<float>(+2), (float)( u12), (float)( v12));
- t->vertexUV(static_cast<float>(-7), static_cast<float>(-2), static_cast<float>(-2), (float)( u02), (float)( v12));
+ t->vertexUV((float)(-7), (float)( +2), (float)( -2), (float)( u02), (float)( v02));
+ t->vertexUV((float)(-7), (float)( +2), (float)( +2), (float)( u12), (float)( v02));
+ t->vertexUV((float)(-7), (float)( -2), (float)( +2), (float)( u12), (float)( v12));
+ t->vertexUV((float)(-7), (float)( -2), (float)( -2), (float)( u02), (float)( v12));
t->end();
for (int i = 0; i < 4; i++)
@@ -77,10 +77,10 @@ void ArrowRenderer::render(shared_ptr<Entity> _arrow, double x, double y, double
// glNormal3f(0, 0, ss); // 4J - changed to use tesselator
t->begin();
t->normal(0,0,1);
- t->vertexUV(static_cast<float>(-8), static_cast<float>(-2), static_cast<float>(0), (float)( u0), (float)( v0));
- t->vertexUV(static_cast<float>(+8), static_cast<float>(-2), static_cast<float>(0), (float)( u1), (float)( v0));
- t->vertexUV(static_cast<float>(+8), static_cast<float>(+2), static_cast<float>(0), (float)( u1), (float)( v1));
- t->vertexUV(static_cast<float>(-8), static_cast<float>(+2), static_cast<float>(0), (float)( u0), (float)( v1));
+ t->vertexUV((float)(-8), (float)( -2), (float)( 0), (float)( u0), (float)( v0));
+ t->vertexUV((float)(+8), (float)( -2), (float)( 0), (float)( u1), (float)( v0));
+ t->vertexUV((float)(+8), (float)( +2), (float)( 0), (float)( u1), (float)( v1));
+ t->vertexUV((float)(-8), (float)( +2), (float)( 0), (float)( u0), (float)( v1));
t->end();
}
glDisable(GL_RESCALE_NORMAL);