BGE clean up: use float version of trigonometric functions
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@@ -404,7 +404,7 @@ void RAS_OpenGLRasterizer::FlushDebugShapes(SCA_IScene *scene)
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for (int j = 0; j<n; j++)
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{
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MT_Scalar theta = j*(float)M_PI*2/n;
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MT_Vector3 pos(cos(theta) * rad, sin(theta) * rad, 0.0f);
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MT_Vector3 pos(cosf(theta) * rad, sinf(theta) * rad, 0.0f);
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pos = pos*tr;
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pos += debugShapes[i].m_pos;
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const MT_Scalar* posPtr = &pos.x();
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