$OpenBSD: patch-src_gfx3d_cpp,v 1.3 2018/04/15 20:17:34 naddy Exp $

Index: src/gfx3d.cpp
--- src/gfx3d.cpp.orig
+++ src/gfx3d.cpp
@@ -1215,24 +1215,24 @@ static void gfx3d_glNormal(s32 v)
 
 	//apply lighting model
 	u8 diffuse[3] = {
-		(dsDiffuse)&0x1F,
-		(dsDiffuse>>5)&0x1F,
-		(dsDiffuse>>10)&0x1F };
+		(u8)( dsDiffuse        & 0x1F),
+		(u8)((dsDiffuse >>  5) & 0x1F),
+		(u8)((dsDiffuse >> 10) & 0x1F) };
 
 	u8 ambient[3] = {
-		(dsAmbient)&0x1F,
-		(dsAmbient>>5)&0x1F,
-		(dsAmbient>>10)&0x1F };
+		(u8)( dsAmbient        & 0x1F),
+		(u8)((dsAmbient >>  5) & 0x1F),
+		(u8)((dsAmbient >> 10) & 0x1F) };
 
 	u8 emission[3] = {
-		(dsEmission)&0x1F,
-		(dsEmission>>5)&0x1F,
-		(dsEmission>>10)&0x1F };
+		(u8)( dsEmission        & 0x1F),
+		(u8)((dsEmission >>  5) & 0x1F),
+		(u8)((dsEmission >> 10) & 0x1F) };
 
 	u8 specular[3] = {
-		(dsSpecular)&0x1F,
-		(dsSpecular>>5)&0x1F,
-		(dsSpecular>>10)&0x1F };
+		(u8)( dsSpecular        & 0x1F),
+		(u8)((dsSpecular >>  5) & 0x1F),
+		(u8)((dsSpecular >> 10) & 0x1F) };
 
 	int vertexColor[3] = { emission[0], emission[1], emission[2] };
 
@@ -1241,9 +1241,9 @@ static void gfx3d_glNormal(s32 v)
 		if(!((lightMask>>i)&1)) continue;
 
 		u8 _lightColor[3] = {
-			(lightColor[i])&0x1F,
-			(lightColor[i]>>5)&0x1F,
-			(lightColor[i]>>10)&0x1F };
+			(u8)( lightColor[i]        & 0x1F),
+			(u8)((lightColor[i] >>  5) & 0x1F),
+			(u8)((lightColor[i] >> 10) & 0x1F) };
 
 		//This formula is the one used by the DS
 		//Reference : http://nocash.emubase.de/gbatek.htm#ds3dpolygonlightparameters
