if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
GLfloat scaleFactor;
- float h = stateblock->viewport.Height;
+ DWORD h = stateblock->viewport.Height;
if (pointSize.f < gl_info->limits.pointsize_min)
{
} else {
scaleFactor = 1.0f;
}
- scaleFactor = pow(h * scaleFactor, 2);
+ scaleFactor = powf(h * scaleFactor, 2);
att[0] = A.f / scaleFactor;
att[1] = B.f / scaleFactor;
IWineD3DDeviceImpl *device = stateblock->device;
BOOL use_pshader = use_ps(stateblock);
BOOL use_vshader = use_vs(stateblock);
- int i;
+ unsigned int i;
if (use_pshader) {
if(!context->last_was_pshader) {