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Use C++ cast
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@ -167,7 +167,7 @@ namespace glm
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detail::tmat4x4<T, defaultp> Result(1);
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Result[0][0] = static_cast<T>(2) / (right - left);
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Result[1][1] = static_cast<T>(2) / (top - bottom);
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Result[2][2] = - T(2) / (zFar - zNear);
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Result[2][2] = - static_cast<T>(2) / (zFar - zNear);
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Result[3][0] = - (right + left) / (right - left);
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Result[3][1] = - (top + bottom) / (top - bottom);
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Result[3][2] = - (zFar + zNear) / (zFar - zNear);
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@ -186,7 +186,7 @@ namespace glm
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detail::tmat4x4<T, defaultp> Result(1);
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Result[0][0] = static_cast<T>(2) / (right - left);
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Result[1][1] = static_cast<T>(2) / (top - bottom);
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Result[2][2] = - T(1);
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Result[2][2] = - static_cast<T>(1);
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Result[3][0] = - (right + left) / (right - left);
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Result[3][1] = - (top + bottom) / (top - bottom);
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return Result;
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