diff --git a/base/vulkanexamplebase.cpp b/base/vulkanexamplebase.cpp index bcc8f1a0..e80b7260 100644 --- a/base/vulkanexamplebase.cpp +++ b/base/vulkanexamplebase.cpp @@ -408,7 +408,7 @@ void VulkanExampleBase::renderLoop() std::string windowTitle = getWindowTitle(); SetWindowText(window, windowTitle.c_str()); } - lastFPS = roundf(1.0f / frameTimer); + lastFPS = static_cast(1.0f / frameTimer); updateTextOverlay(); fpsTimer = 0.0f; frameCounter = 0; diff --git a/dynamicuniformbuffer/dynamicuniformbuffer.cpp b/dynamicuniformbuffer/dynamicuniformbuffer.cpp index e454094c..b07fce9e 100644 --- a/dynamicuniformbuffer/dynamicuniformbuffer.cpp +++ b/dynamicuniformbuffer/dynamicuniformbuffer.cpp @@ -411,7 +411,7 @@ public: // We allocate this manually as the alignment of the offset differs between GPUs // Calculate required alignment depending on device limits - uint32_t uboAlignment = vulkanDevice->properties.limits.minUniformBufferOffsetAlignment; + size_t uboAlignment = vulkanDevice->properties.limits.minUniformBufferOffsetAlignment; dynamicAlignment = (sizeof(glm::mat4) / uboAlignment) * uboAlignment + ((sizeof(glm::mat4) % uboAlignment) > 0 ? uboAlignment : 0); size_t bufferSize = OBJECT_INSTANCES * dynamicAlignment; @@ -473,7 +473,7 @@ public: } // Dynamic ubo with per-object model matrices indexed by offsets in the command buffer - uint32_t dim = pow(OBJECT_INSTANCES, (1.0 / 3.0)); + uint32_t dim = static_cast(pow(OBJECT_INSTANCES, (1.0f / 3.0f))); glm::vec3 offset(5.0f); for (uint32_t x = 0; x < dim; x++)