Fixed warnings when compiling for x64 on MSVC through VS 2017 v15.3.3.
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@@ -875,7 +875,7 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animati
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timeData[i] = nodeChannel->mPositionKeys[frameIndex].mTime / ticksPerSecond;
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}
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Ref<Accessor> timeAccessor = ExportData(mAsset, animId, buffer, numKeyframes, &timeData[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT);
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Ref<Accessor> timeAccessor = ExportData(mAsset, animId, buffer, static_cast<unsigned int>(numKeyframes), &timeData[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT);
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if (timeAccessor) animRef->Parameters.TIME = timeAccessor;
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}
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@@ -888,7 +888,7 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animati
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translationData[i] = nodeChannel->mPositionKeys[frameIndex].mValue;
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}
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Ref<Accessor> tranAccessor = ExportData(mAsset, animId, buffer, numKeyframes, translationData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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Ref<Accessor> tranAccessor = ExportData(mAsset, animId, buffer, static_cast<unsigned int>(numKeyframes), translationData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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if ( tranAccessor ) {
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animRef->Parameters.translation = tranAccessor;
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}
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@@ -904,7 +904,7 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animati
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scaleData[i] = nodeChannel->mScalingKeys[frameIndex].mValue;
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}
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Ref<Accessor> scaleAccessor = ExportData(mAsset, animId, buffer, numKeyframes, scaleData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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Ref<Accessor> scaleAccessor = ExportData(mAsset, animId, buffer, static_cast<unsigned int>(numKeyframes), scaleData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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if ( scaleAccessor ) {
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animRef->Parameters.scale = scaleAccessor;
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}
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@@ -923,7 +923,7 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animati
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rotationData[i][3] = nodeChannel->mRotationKeys[frameIndex].mValue.w;
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}
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Ref<Accessor> rotAccessor = ExportData(mAsset, animId, buffer, numKeyframes, rotationData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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Ref<Accessor> rotAccessor = ExportData(mAsset, animId, buffer, static_cast<unsigned int>(numKeyframes), rotationData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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if ( rotAccessor ) {
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animRef->Parameters.rotation = rotAccessor;
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}
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