Fix floating point precision loss in renderer [part 2]

Fix floatTime using float precision instead of double using GCC.
Fix R_BindAnimatedImage to be in sync with function table.
Fix vertexDeform bulge, vertexDeform normals, noise wave function
at high level time.

Revert unnecessary float -> double conversions.
This commit is contained in:
Zack Middleton committed 2017-08-03 00:14:22 -05:00
1 parent 30fdd88c9f
commit 59b1262b82
12 files changed
+62 -69

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@@ -116,7 +116,7 @@ extern cvar_t *r_saveFontData;
qboolean R_GetModeInfo( int *width, int *height, float *windowAspect, int mode );
float R_NoiseGet4f( float x, float y, float z, float t );
float R_NoiseGet4f( float x, float y, float z, double t );
void R_NoiseInit( void );
image_t *R_FindImageFile( const char *name, imgType_t type, imgFlags_t flags );
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@@ -49,7 +49,7 @@ void R_NoiseInit( void )
}
}
float R_NoiseGet4f( float x, float y, float z, float t )
float R_NoiseGet4f( float x, float y, float z, double t )
{
int i;
int ix, iy, iz, it;