From 07ea79689ea089e4e64231f22cf36f327f9e6c9f Mon Sep 17 00:00:00 2001
From: sabrina-shanman <sabrina@highfidelity.io>
Date: Fri, 9 Aug 2019 13:34:55 -0700
Subject: [PATCH] Fix build warnings

---
 interface/src/LODManager.cpp           | 2 +-
 libraries/octree/src/OctreeConstants.h | 2 +-
 2 files changed, 2 insertions(+), 2 deletions(-)

diff --git a/interface/src/LODManager.cpp b/interface/src/LODManager.cpp
index adc790b876..3e47d88f3c 100644
--- a/interface/src/LODManager.cpp
+++ b/interface/src/LODManager.cpp
@@ -195,7 +195,7 @@ void LODManager::setVisibilityDistance(float distance) {
 
 void LODManager::setLODAngleDeg(float lodAngle) {
     auto newLODAngleDeg = std::max(0.001f, std::min(lodAngle, 90.f));
-    auto newLODHalfAngle = glm::radians(newLODAngleDeg * 0.5);
+    auto newLODHalfAngle = glm::radians(newLODAngleDeg * 0.5f);
     _lodHalfAngle = newLODHalfAngle;
 }
 
diff --git a/libraries/octree/src/OctreeConstants.h b/libraries/octree/src/OctreeConstants.h
index 26f0246538..de681402c4 100644
--- a/libraries/octree/src/OctreeConstants.h
+++ b/libraries/octree/src/OctreeConstants.h
@@ -22,7 +22,7 @@ const int HALF_TREE_SCALE = TREE_SCALE / 2;
 
 // This controls the LOD. Larger number will make smaller voxels visible at greater distance.
 const float DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT = 400.0f; // max distance where a 1x1x1 cube is visible for 20:20 vision
-const float UNIT_ELEMENT_MAX_EXTENT = sqrt(3.0f) / 2.0f; // A unit cube tilted on its edge will have its edge jutting out sqrt(3)/2 units from the center
+const float UNIT_ELEMENT_MAX_EXTENT = sqrtf(3.0f) / 2.0f; // A unit cube tilted on its edge will have its edge jutting out sqrt(3)/2 units from the center
 const float DEFAULT_OCTREE_SIZE_SCALE = TREE_SCALE * DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT;
 
 // Since entities like models live inside of octree cells, and they themselves can have very small mesh parts,