diff --git a/stepmania/src/NoteDisplay.cpp b/stepmania/src/NoteDisplay.cpp index b09c02aecb..733967500e 100644 --- a/stepmania/src/NoteDisplay.cpp +++ b/stepmania/src/NoteDisplay.cpp @@ -67,11 +67,11 @@ int NoteDisplay::GetTapFrameNo( const float fNoteBeat ) float fSongBeat = GAMESTATE->m_fSongBeat; float fPercentIntoMeasure = fmodf( fSongBeat, g_fTapAnimationLengthInBeats ) / g_fTapAnimationLengthInBeats; fPercentIntoMeasure += 1/(iNumFrames*2.f); // fudge factor so that the "full white" frame shows when the arrow overlaps the receptors - int iSongBeatFrameContrib = roundf( fPercentIntoMeasure * iNumFrames ); + int iSongBeatFrameContrib = (int)roundf( fPercentIntoMeasure * iNumFrames ); float fBeatFraction = fmodf( fNoteBeat, 1.0f ); fBeatFraction = froundf( fBeatFraction, 0.25f ); - int iBeatFractionContrib = roundf( fBeatFraction * iNumFrames ); + int iBeatFractionContrib = (int)roundf( fBeatFraction * iNumFrames ); int iFrameNo; if( g_bAllowVivid && GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_ColorType == PlayerOptions::COLOR_VIVID ) @@ -114,7 +114,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float const float fYBodyTop = g_bDrawTapOnTopOfHoldHead ? fYHeadBottom : fYHead; // middle of head const float fYBodyBottom = fYTailTop; // top of tail - const int fYStep = fFrameHeight/4; // 4 segments per frame + const int fYStep = int(fFrameHeight)/4; // 4 segments per frame DISPLAY->SetTexture( m_sprHoldParts.GetTexture() ); DISPLAY->SetBlendModeNormal();