Cleared majority of codepage warnings in Visual Studio 14.
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@@ -245,7 +245,7 @@ void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition,
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// The best way to overcome this is the unit in the last place (ULP). A precision of 2 ULPs
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// tells us that a float does not differ more than 2 bits from the "real" value. ULPs are of
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// logarithmic precision - around 1, they are 1<EFBFBD>(2^24) and around 10000, they are 0.00125.
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// logarithmic precision - around 1, they are 1*(2^24) and around 10000, they are 0.00125.
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// For standard C math, we can assume a precision of 0.5 ULPs according to IEEE 754. The
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// incoming vertex positions might have already been transformed, probably using rather
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