hunk ./src/Graphics/Plot/Display.hs 151 - GL.color $ GL.Color4 1 1 1 (1 :: Float) + GL.color $ GL.Color4 1 1 1 (1 :: GL.GLfloat) hunk ./src/Graphics/Plot/Overlay.hs 83 - GL.rasterPos (GL.Vertex2 px py) + GL.rasterPos (GL.Vertex2 (gf px) (gf py)) hunk ./src/Graphics/Plot/Render.hs 117 - GL.currentColor $= GL.Color4 r g b a + GL.currentColor + $= GL.Color4 (gf r) (gf g) (gf b) (gf a) hunk ./src/Graphics/Plot/Render.hs 135 - GL.color $ GL.Color4 rF gF bF (aF :: Float) + GL.color $ GL.Color4 rF gF bF (aF :: GL.GLfloat) hunk ./src/Graphics/Plot/Render.hs 182 - GL.texCoord $ GL.TexCoord2 tX tY - GL.vertex $ GL.Vertex2 pX pY) + GL.texCoord $ GL.TexCoord2 (gf tX) (gf tY) + GL.vertex $ GL.Vertex2 (gf pX) (gf pY)) hunk ./src/Graphics/Plot/Render.hs 198 - $ do GL.rasterPos (GL.Vertex2 px py) + $ do GL.rasterPos (GL.Vertex2 (gf px) (gf py)) hunk ./src/Graphics/Plot/Render.hs 209 - $ do GL.rasterPos (GL.Vertex2 px py) + $ do GL.rasterPos (GL.Vertex2 (gf px) (gf py)) hunk ./src/Graphics/Plot/Render.hs 221 - -> GL.translate (GL.Vector3 tx ty 0) + -> GL.translate (GL.Vector3 (gf tx) (gf ty) 0) hunk ./src/Graphics/Plot/Render.hs 224 - -> GL.rotate deg (GL.Vector3 0 0 (-1)) + -> GL.rotate (gf deg) (GL.Vector3 0 0 (-1)) hunk ./src/Graphics/Plot/Render.hs 227 - -> GL.scale sx sy 1 + -> GL.scale (gf sx) (gf sy) 1 hunk ./src/Graphics/Plot/Render.hs 274 - (F# (posX `plusFloat#` (rad `timesFloat#` (cosFloat# tt)))) - (F# (posY `plusFloat#` (rad `timesFloat#` (sinFloat# tt)))) + (gf $ F# (posX `plusFloat#` (rad `timesFloat#` (cosFloat# tt)))) + (gf $ F# (posY `plusFloat#` (rad `timesFloat#` (sinFloat# tt)))) hunk ./src/Graphics/Plot/Render.hs 303 - (F# (posX `plusFloat#` (r1 `timesFloat#` (cosFloat# t1)))) - (F# (posY `plusFloat#` (r1 `timesFloat#` (sinFloat# t1)))) + (gf $ F# (posX `plusFloat#` (r1 `timesFloat#` (cosFloat# t1)))) + (gf $ F# (posY `plusFloat#` (r1 `timesFloat#` (sinFloat# t1)))) hunk ./src/Graphics/Plot/Render.hs 307 - (F# (posX `plusFloat#` (r2 `timesFloat#` (cosFloat# t2)))) - (F# (posY `plusFloat#` (r2 `timesFloat#` (sinFloat# t2)))) + (gf $ F# (posX `plusFloat#` (r2 `timesFloat#` (cosFloat# t2)))) + (gf $ F# (posY `plusFloat#` (r2 `timesFloat#` (sinFloat# t2)))) hunk ./src/Graphics/Plot/Render.hs 331 -vertexFF :: GL.GLfloat -> GL.GLfloat -> IO () +vertexFF :: Float -> Float -> IO () hunk ./src/Graphics/Plot/Render.hs 333 - = GL.vertex $ GL.Vertex2 x y + = GL.vertex $ GL.Vertex2 (gf x) (gf y) hunk ./src/Graphics/Plot/Render.hs 336 -vertexPF :: (GL.GLfloat, GL.GLfloat) -> IO () +vertexPF :: (Float, Float) -> IO () hunk ./src/Graphics/Plot/Render.hs 338 - = GL.vertex $ GL.Vertex2 x y + = GL.vertex $ GL.Vertex2 (gf x) (gf y) + + + hunk ./src/Graphics/Plot/Util.hs 38 + + -- coersion + , gf hunk ./src/Graphics/Plot/Util.hs 52 +import qualified Graphics.Rendering.OpenGL.GL as GL hunk ./src/Graphics/Plot/Util.hs 219 + + +gf :: Float -> GL.GLfloat +gf = realToFrac hunk ./src/Graphics/Plot/View.hs 120 - let rotate = stateViewRotate viewS - let (transX, transY) = stateViewTranslate viewS - let scale = stateViewScale viewS + let rotate :: GLfloat = realToFrac $ stateViewRotate viewS + let transX :: GLfloat = realToFrac $ fst $ stateViewTranslate viewS + let transY :: GLfloat = realToFrac $ snd $ stateViewTranslate viewS + let scale :: GLfloat = realToFrac $ stateViewScale viewS