propagating precision requirments into operations
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+21
-21
@@ -327,11 +327,11 @@ struct Texture
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{
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//! Default constructor
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Texture()
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: mOffsetU (0.0f)
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, mOffsetV (0.0f)
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, mScaleU (1.0f)
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, mScaleV (1.0f)
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, mRotation (0.0f)
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: mOffsetU (0.0)
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, mOffsetV (0.0)
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, mScaleU (1.0)
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, mScaleV (1.0)
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, mRotation (0.0)
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, mMapMode (aiTextureMapMode_Wrap)
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, bPrivate()
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, iUVSrc (0)
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@@ -340,17 +340,17 @@ struct Texture
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}
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//! Specifies the blend factor for the texture
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float mTextureBlend;
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ai_real mTextureBlend;
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//! Specifies the filename of the texture
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std::string mMapName;
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//! Specifies texture coordinate offsets/scaling/rotations
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float mOffsetU;
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float mOffsetV;
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float mScaleU;
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float mScaleV;
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float mRotation;
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ai_real mOffsetU;
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ai_real mOffsetV;
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ai_real mScaleU;
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ai_real mScaleV;
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ai_real mRotation;
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//! Specifies the mapping mode to be used for the texture
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aiTextureMapMode mMapMode;
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@@ -369,12 +369,12 @@ struct Material
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//! Default constructor. Builds a default name for the material
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Material()
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:
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mDiffuse (0.6f,0.6f,0.6f), // FIX ... we won't want object to be black
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mSpecularExponent (0.0f),
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mShininessStrength (1.0f),
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mDiffuse (0.6,0.6,0.6), // FIX ... we won't want object to be black
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mSpecularExponent (0.0),
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mShininessStrength (1.0),
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mShading(Discreet3DS::Gouraud),
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mTransparency (1.0f),
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mBumpHeight (1.0f),
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mTransparency (1.0),
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mBumpHeight (1.0),
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mTwoSided (false)
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{
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static int iCnt = 0;
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@@ -389,9 +389,9 @@ struct Material
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//! Diffuse color of the material
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aiColor3D mDiffuse;
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//! Specular exponent
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float mSpecularExponent;
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ai_real mSpecularExponent;
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//! Shininess strength, in percent
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float mShininessStrength;
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ai_real mShininessStrength;
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//! Specular color of the material
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aiColor3D mSpecular;
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//! Ambient color of the material
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@@ -399,7 +399,7 @@ struct Material
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//! Shading type to be used
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Discreet3DS::shadetype3ds mShading;
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//! Opacity of the material
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float mTransparency;
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ai_real mTransparency;
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//! Diffuse texture channel
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Texture sTexDiffuse;
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//! Opacity texture channel
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@@ -415,7 +415,7 @@ struct Material
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//! Shininess texture channel
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Texture sTexShininess;
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//! Scaling factor for the bump values
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float mBumpHeight;
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ai_real mBumpHeight;
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//! Emissive color
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aiColor3D mEmissive;
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//! Ambient texture channel
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@@ -459,7 +459,7 @@ struct Mesh : public MeshWithSmoothingGroups<D3DS::Face>
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struct aiFloatKey
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{
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double mTime; ///< The time of this key
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float mValue; ///< The value of this key
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ai_real mValue; ///< The value of this key
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#ifdef __cplusplus
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