@@ -134,13 +134,13 @@ class NoteField extends FieldBase
134134
135135 // Adaptive subdivision scaling based on FPS
136136 if (fps > 120 ) {
137- adaptiveSubdivisions = Math .max (1 , Std .int (holdSubdivisions * 0.25 )); // 25% subdivisions at 120+ FPS
137+ adaptiveSubdivisions = new Num ( Math .max (1 , Std .int (holdSubdivisions * 0.25 ) )); // 25% subdivisions at 120+ FPS
138138 } else if (fps > 100 ) {
139- adaptiveSubdivisions = Math .max (1 , Std .int (holdSubdivisions * 0.4 )); // 40% subdivisions at 100+ FPS
139+ adaptiveSubdivisions = new Num ( Math .max (1 , Std .int (holdSubdivisions * 0.4 ) )); // 40% subdivisions at 100+ FPS
140140 } else if (fps > 80 ) {
141- adaptiveSubdivisions = Math .max (1 , Std .int (holdSubdivisions * 0.6 )); // 60% subdivisions at 80+ FPS
141+ adaptiveSubdivisions = new Num ( Math .max (1 , Std .int (holdSubdivisions * 0.6 ) )); // 60% subdivisions at 80+ FPS
142142 } else {
143- adaptiveSubdivisions = holdSubdivisions ; // Full subdivisions at lower FPS
143+ adaptiveSubdivisions = new Num ( holdSubdivisions ) ; // Full subdivisions at lower FPS
144144 }
145145
146146 frameTimeAccumulator = 0 ;
@@ -411,8 +411,8 @@ class NoteField extends FieldBase
411411 // Use adaptive subdivisions for performance (minimum 1)
412412 var currentSubdivisions : Num = optimizeHolds ? Math .max (1 , adaptiveSubdivisions ) : adaptiveSubdivisions ;
413413
414- var vertices = new Vector <Float >(8 * currentSubdivisions , true );
415- var uvData = new Vector <Float >(8 * currentSubdivisions , true );
414+ var vertices = new Vector <Float >(8 * cast currentSubdivisions , true );
415+ var uvData = new Vector <Float >(8 * cast currentSubdivisions , true );
416416 var alphas : Array <Float > = [];
417417 var glows : Array <Float > = [];
418418 var lastMe = null ;
@@ -457,9 +457,9 @@ class NoteField extends FieldBase
457457
458458 for (sub in 0 ... currentSubdivisions )
459459 {
460- var prog = sub / (currentSubdivisions + 1 );
461- var nextProg = (sub + 1 ) / (currentSubdivisions + 1 );
462- var strumSub = (crotchet / currentSubdivisions );
460+ var prog = sub / (cast currentSubdivisions + 1 );
461+ var nextProg = (sub + 1 ) / (cast currentSubdivisions + 1 );
462+ var strumSub = (crotchet / cast currentSubdivisions );
463463 var strumOff = (strumSub * sub );
464464 strumSub * = sv ;
465465 strumOff * = sv ;
0 commit comments