don't need cast, conversion is implicit

This commit is contained in:
Ian Curtis 2017-04-20 19:46:40 +00:00
parent 912bb0e7cf
commit ff936c588b

View file

@ -1149,9 +1149,9 @@ void CNew3D::CacheModel(Model *m, const UINT32 *data)
UINT32 it = vData[3];
// Decode vertices
p.v[j].pos[0] = (GLfloat)(((INT32)ix) >> 8) * m_vertexFactor;
p.v[j].pos[1] = (GLfloat)(((INT32)iy) >> 8) * m_vertexFactor;
p.v[j].pos[2] = (GLfloat)(((INT32)iz) >> 8) * m_vertexFactor;
p.v[j].pos[0] = (((INT32)ix) >> 8) * m_vertexFactor;
p.v[j].pos[1] = (((INT32)iy) >> 8) * m_vertexFactor;
p.v[j].pos[2] = (((INT32)iz) >> 8) * m_vertexFactor;
// Per vertex normals
if (ph.SmoothShading()) {