VertexShaderManager: Get rid of float pointer casts

This commit is contained in:
Lioncash
2015-09-21 01:16:21 -04:00
parent 28cb62dc7f
commit b5b304cff2
3 changed files with 38 additions and 34 deletions

View File

@ -73,7 +73,7 @@ static void MultipleVec3Ortho(const Vec3 &vec, const float *proj, Vec4 &result)
void TransformPosition(const InputVertexData *src, OutputVertexData *dst)
{
const float* mat = (const float*)&xfmem.posMatrices[src->posMtx * 4];
const float* mat = &xfmem.posMatrices[src->posMtx * 4];
MultiplyVec3Mat34(src->position, mat, dst->mvPosition);
if (xfmem.projection.type == GX_PERSPECTIVE)
@ -88,7 +88,7 @@ void TransformPosition(const InputVertexData *src, OutputVertexData *dst)
void TransformNormal(const InputVertexData *src, bool nbt, OutputVertexData *dst)
{
const float* mat = (const float*)&xfmem.normalMatrices[(src->posMtx & 31) * 3];
const float* mat = &xfmem.normalMatrices[(src->posMtx & 31) * 3];
if (nbt)
{
@ -127,8 +127,8 @@ static void TransformTexCoordRegular(const TexMtxInfo &texinfo, int coordNum, bo
break;
}
const float *mat = (const float*)&xfmem.posMatrices[srcVertex->texMtx[coordNum] * 4];
Vec3 *dst = &dstVertex->texCoords[coordNum];
const float* mat = &xfmem.posMatrices[srcVertex->texMtx[coordNum] * 4];
Vec3* dst = &dstVertex->texCoords[coordNum];
if (texinfo.projection == XF_TEXPROJ_ST)
{
@ -153,7 +153,7 @@ static void TransformTexCoordRegular(const TexMtxInfo &texinfo, int coordNum, bo
// normalize
const PostMtxInfo &postInfo = xfmem.postMtxInfo[coordNum];
const float *postMat = (const float*)&xfmem.postMatrices[postInfo.index * 4];
const float* postMat = &xfmem.postMatrices[postInfo.index * 4];
if (specialCase)
{