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author | Caolán McNamara <caolanm@redhat.com> | 2014-10-02 10:47:32 +0100 |
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committer | Caolán McNamara <caolanm@redhat.com> | 2014-10-02 14:48:59 +0100 |
commit | b22c04afb38ce4304da272cc239b9264e10e2e12 (patch) | |
tree | 58ba5489cdf2cdda669f65b114d360f7b3579373 | |
parent | 43ab43803612551cd7c2571fe1dfbbdebdaaab7c (diff) |
coverity#1242814 Result is not floating
Change-Id: I56f9c9d995880bf328f021930b3fcfcb69f7a4c9
-rw-r--r-- | svx/source/engine3d/obj3d.cxx | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/svx/source/engine3d/obj3d.cxx b/svx/source/engine3d/obj3d.cxx index 1924a1036f73..1a9fad3c44b4 100644 --- a/svx/source/engine3d/obj3d.cxx +++ b/svx/source/engine3d/obj3d.cxx @@ -745,7 +745,7 @@ void E3dObject::NbcRotate(const Point& rRef, long nWink, double sn, double cs) // take no part in the rotation of the scene. To ensure this, there is the // SetGlueReallyAbsolute(sal_True); - double fWinkelInRad = nWink/100 * F_PI180; + double fWinkelInRad = nWink/100.0 * F_PI180; basegfx::B3DHomMatrix aRotateZ; aRotateZ.rotate(0.0, 0.0, fWinkelInRad); |