diff --git a/src/opengl.c b/src/opengl.c index 63b9ab6..66019e6 100644 --- a/src/opengl.c +++ b/src/opengl.c @@ -245,7 +245,7 @@ void gl_blitSprite(const gl_texture* sprite, const Vec2* pos, const int sx, cons glMatrixMode(GL_PROJECTION); glPushMatrix(); // Projection translation matrix. - glTranslated(VX(*pos) -VX(*gl_camera) - sprite->sw/2., + glTranslated(VX(*pos) - VX(*gl_camera) - sprite->sw/2., VY(*pos) -VY(*gl_camera) - sprite->sh/2., 0.); glScalef((double)gl_screen.w/SCREEN_W, (double)gl_screen.h/SCREEN_H, 0.); diff --git a/src/physics.c b/src/physics.c index 2318a2b..12d587e 100644 --- a/src/physics.c +++ b/src/physics.c @@ -121,7 +121,7 @@ static void rk4_update(Solid* obj, const double dt) { // Make sure angle doesn't flip. obj->dir += M_PI/360.*obj->dir_vel*dt; if(obj->dir > 2*M_PI) obj->dir -= 2*M_PI; - if(obj->dir < 0.0) obj->dir += 2*M_PI; + if(obj->dir < 0.) obj->dir += 2*M_PI; int N = (dt > RK4_MIN_H) ? (int)(dt/RK4_MIN_H) : 1; double h = dt / (double)N; // Step. @@ -154,7 +154,7 @@ static void rk4_update(Solid* obj, const double dt) { ty = iy = vy; ty += 2.*(iy + h/2.*ty); ty += 2.*(iy + h/2.*ty); - ty += iy +h*ty; + ty += iy + h*ty; ty *= h/6.; py += ty;