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OpenGL: avoid losing precision in double-to-float conversion
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@ -1434,14 +1434,14 @@ void cv::ogl::render(const ogl::Texture2D& tex, Rect_<double> wndRect, Rect_<dou
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gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR);
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CV_CheckGlError();
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const float vertex[] =
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const double vertex[] =
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{
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wndRect.x, wndRect.y, 0.0f,
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wndRect.x, (wndRect.y + wndRect.height), 0.0f,
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wndRect.x + wndRect.width, (wndRect.y + wndRect.height), 0.0f,
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wndRect.x + wndRect.width, wndRect.y, 0.0f
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wndRect.x, wndRect.y, 0.0,
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wndRect.x, (wndRect.y + wndRect.height), 0.0,
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wndRect.x + wndRect.width, (wndRect.y + wndRect.height), 0.0,
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wndRect.x + wndRect.width, wndRect.y, 0.0
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};
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const float texCoords[] =
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const double texCoords[] =
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{
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texRect.x, texRect.y,
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texRect.x, texRect.y + texRect.height,
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@ -1454,7 +1454,7 @@ void cv::ogl::render(const ogl::Texture2D& tex, Rect_<double> wndRect, Rect_<dou
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gl::EnableClientState(gl::TEXTURE_COORD_ARRAY);
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CV_CheckGlError();
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gl::TexCoordPointer(2, gl::FLOAT, 0, texCoords);
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gl::TexCoordPointer(2, gl::DOUBLE, 0, texCoords);
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CV_CheckGlError();
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gl::DisableClientState(gl::NORMAL_ARRAY);
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@ -1464,7 +1464,7 @@ void cv::ogl::render(const ogl::Texture2D& tex, Rect_<double> wndRect, Rect_<dou
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gl::EnableClientState(gl::VERTEX_ARRAY);
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CV_CheckGlError();
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gl::VertexPointer(3, gl::FLOAT, 0, vertex);
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gl::VertexPointer(3, gl::DOUBLE, 0, vertex);
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CV_CheckGlError();
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gl::DrawArrays(gl::QUADS, 0, 4);
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