const Standard_Real aConf (0.001 * Precision::Confusion());
if (OK(aStatus) && fabs(myAmbientIntensity - 0.2) > aConf) {
- sprintf (buf, "%.6g", myAmbientIntensity);
+ Sprintf (buf, "%.6g", myAmbientIntensity);
aStatus = aScene.WriteLine ("ambientIntensity ", buf);
}
if (OK(aStatus)) {
(val[1] - 0.8) * (val[1] - 0.8) +
(val[2] - 0.8) * (val[2] - 0.8) > 1e-7)
{
- sprintf (buf, "%.6g %.6g %.6g", val[0], val[1], val[2]);
+ Sprintf (buf, "%.6g %.6g %.6g", val[0], val[1], val[2]);
aStatus = aScene.WriteLine ("diffuseColor ", buf);
}
}
if (OK(aStatus)) {
myEmissiveColor.Values (val[0], val[1], val[2], bidType);
if (val[0] * val[0] + val[1] * val[1] + val[2] * val[2] > 1e-7) {
- sprintf (buf, "%.6g %.6g %.6g", val[0], val[1], val[2]);
+ Sprintf (buf, "%.6g %.6g %.6g", val[0], val[1], val[2]);
aStatus = aScene.WriteLine ("emissiveColor ", buf);
}
}
if (OK(aStatus) && fabs(myShininess - 0.2) > aConf) {
- sprintf (buf, "%.6g", myShininess);
+ Sprintf (buf, "%.6g", myShininess);
aStatus = aScene.WriteLine ("shininess ", buf);
}
if (OK(aStatus)) {
mySpecularColor.Values (val[0], val[1], val[2], bidType);
if (val[0] * val[0] + val[1] * val[1] + val[2] * val[2] > 1e-7) {
- sprintf (buf, "%.6g %.6g %.6g", val[0], val[1], val[2]);
+ Sprintf (buf, "%.6g %.6g %.6g", val[0], val[1], val[2]);
aStatus = aScene.WriteLine ("specularColor ", buf);
}
}
if (OK(aStatus) && myTransparency > aConf) {
- sprintf (buf, "%.6g", myTransparency);
+ Sprintf (buf, "%.6g", myTransparency);
aStatus = aScene.WriteLine ("transparency ", buf);
}