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-rw-r--r--src/render/Draw.cpp2
-rw-r--r--src/render/Draw.h2
-rw-r--r--src/render/Font.h2
-rw-r--r--src/render/Glass.cpp2
-rw-r--r--src/render/Hud.cpp8
-rw-r--r--src/render/Instance.h2
-rw-r--r--src/render/SpecialFX.cpp2
7 files changed, 11 insertions, 9 deletions
diff --git a/src/render/Draw.cpp b/src/render/Draw.cpp
index 507653f6..13cbd1b3 100644
--- a/src/render/Draw.cpp
+++ b/src/render/Draw.cpp
@@ -5,8 +5,8 @@
#include "Camera.h"
#include "CutsceneMgr.h"
-#ifdef ASPECT_RATIO_SCALE
float CDraw::ms_fAspectRatio = DEFAULT_ASPECT_RATIO;
+#ifdef ASPECT_RATIO_SCALE
float CDraw::ms_fScaledFOV = 45.0f;
#endif
diff --git a/src/render/Draw.h b/src/render/Draw.h
index 1a63c980..e67ab42b 100644
--- a/src/render/Draw.h
+++ b/src/render/Draw.h
@@ -16,10 +16,10 @@ private:
static float ms_fNearClipZ;
static float ms_fFarClipZ;
static float ms_fFOV;
-#ifdef ASPECT_RATIO_SCALE
// we use this variable to scale a lot of 2D elements
// so better cache it
static float ms_fAspectRatio;
+#ifdef ASPECT_RATIO_SCALE
// similar thing for 3D rendering
static float ms_fScaledFOV;
#endif
diff --git a/src/render/Font.h b/src/render/Font.h
index 4b2dda2b..57f1814d 100644
--- a/src/render/Font.h
+++ b/src/render/Font.h
@@ -1,5 +1,7 @@
#pragma once
+#include "Sprite2d.h"
+
void AsciiToUnicode(const char *src, wchar *dst);
void UnicodeStrcpy(wchar *dst, const wchar *src);
void UnicodeStrcat(wchar *dst, wchar *append);
diff --git a/src/render/Glass.cpp b/src/render/Glass.cpp
index a11495a9..c6d02755 100644
--- a/src/render/Glass.cpp
+++ b/src/render/Glass.cpp
@@ -1,4 +1,4 @@
-#include "common.h"
+#include "common.h"
#include "Glass.h"
#include "Timer.h"
diff --git a/src/render/Hud.cpp b/src/render/Hud.cpp
index 17291a61..b7c78eb1 100644
--- a/src/render/Hud.cpp
+++ b/src/render/Hud.cpp
@@ -1138,20 +1138,20 @@ void CHud::Draw()
// Yeah, top and bottom changed place. R* vision
if (IntroRect.m_bIsUsed && IntroRect.m_bBeforeFade) {
if (IntroRect.m_nTextureId >= 0) {
- CRect rect = {
+ CRect rect (
IntroRect.m_sRect.left,
IntroRect.m_sRect.top,
IntroRect.m_sRect.right,
- IntroRect.m_sRect.bottom };
+ IntroRect.m_sRect.bottom );
CTheScripts::ScriptSprites[IntroRect.m_nTextureId].Draw(rect, IntroRect.m_sColor);
}
else {
- CRect rect = {
+ CRect rect (
IntroRect.m_sRect.left,
IntroRect.m_sRect.top,
IntroRect.m_sRect.right,
- IntroRect.m_sRect.bottom };
+ IntroRect.m_sRect.bottom );
CSprite2d::DrawRect(rect, IntroRect.m_sColor);
}
diff --git a/src/render/Instance.h b/src/render/Instance.h
index 01dfb6a2..693cfdf1 100644
--- a/src/render/Instance.h
+++ b/src/render/Instance.h
@@ -9,6 +9,6 @@ class CInstance : public CPlaceable
public:
int m_modelIndex;
public:
- ~CInstance() = default;
+ ~CInstance() { }
void Shutdown();
};
diff --git a/src/render/SpecialFX.cpp b/src/render/SpecialFX.cpp
index 35b0b2fc..4391f19e 100644
--- a/src/render/SpecialFX.cpp
+++ b/src/render/SpecialFX.cpp
@@ -1419,7 +1419,7 @@ CMoneyMessages::RegisterOne(CVector vecPos, const char *pText, uint8 bRed, uint8
}
CRGBA FoamColour(255, 255, 255, 255);
-unsigned int CSpecialParticleStuff::BoatFromStart;
+uint32 CSpecialParticleStuff::BoatFromStart;
void
CSpecialParticleStuff::CreateFoamAroundObject(CMatrix* pMatrix, float innerFw, float innerRg, float innerUp, int32 particles)