Euler offset;
};
-static char * iconFiles[] =
+static const char * iconFiles[] =
{
":icon1.png",
":icon2.png",
bool OnKeyHit(Key key, unichar character)
{
static int id = 0;
- static char * shotFileNames[] =
+ static const char * shotFileNames[] =
{
":img1.jpg", ":img2.jpg", ":img3.jpg", ":img4.jpg", ":img5.jpg"
};
if(poppingWindow) break;
if(sliding == 1.0 && !dockHidden)
{
- Quaternion fa, ta;
- Vector3D fp, tp;
-
Window window = virtualDesktop.activeChild;
if(window)
{
Window3D window3D = Desktop3DGetWindowHandle(window);
camera.Update();
- fa = fromAngle = camera.cOrientation;
- fp = fromPosition = camera.cPosition;
+ fromAngle = camera.cOrientation;
+ fromPosition = camera.cPosition;
camera.type = lookAt;
camera.position = { 0,0,0 };
dockHidden = true;
camera.Update();
- tp = toPosition = camera.cPosition;
- ta = toAngle = camera.cOrientation;
+ toPosition = camera.cPosition;
+ toAngle = camera.cOrientation;
camera.AdjustAngle(fromAngle);
camera.AdjustPosition(fromPosition);
int w = box.right - box.left + 1;
int h = box.bottom - box.top + 1;
- glBindTexture(GL_TEXTURE_2D, (int)window3D.bitmap.driverData);
+ glBindTexture(GL_TEXTURE_2D, (int)(intptr)window3D.bitmap.driverData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);