GLfloat winX, winY;
GLdouble posX, posY, posZ;
- glColor4f(0,0,0,0.001);
+ glColor4f((GLfloat)0,(GLfloat)0,(GLfloat)0,(GLfloat)0.001);
glBegin(GL_POINTS);
- glVertex3f(10.00, 10.00, 1.00);
+ glVertex3f((GLfloat)10.00, (GLfloat)10.00, (GLfloat)1.00);
glEnd();
glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
glGetIntegerv(GL_VIEWPORT, viewport);
//draw a point to a not important location to get window coordinates
- glColor4f(0,0,0,0.001);
+ glColor4f((GLfloat)0,(GLfloat)0,(GLfloat)0,(GLfloat)0.001);
glBegin(GL_POINTS);
glVertex3f(10.00, 10.00, 0.00);
glGetIntegerv(GL_VIEWPORT, viewport);
//draw a point to a not important location to get window coordinates
- glColor4f(0,0,0,0.001);
+ glColor4f((GLfloat)0,(GLfloat)0,(GLfloat)0,(GLfloat)0.001);
glBegin(GL_POINTS);
glVertex3f(10.00, 10.00, 1.00);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
glGetIntegerv(GL_VIEWPORT, viewport);
- glColor4f(0,0,0,0.001);
+ glColor4f((GLfloat)0,(GLfloat)0,(GLfloat)0,(GLfloat)0.001);
glBegin(GL_POINTS);
glVertex3f(10.00, 10.00, 0.00);
glEnd();