propagating precision requirments into operations
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+8
-8
@@ -222,7 +222,7 @@ struct BaseNode
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mName = szTemp;
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// Set mTargetPosition to qnan
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const float qnan = get_qnan();
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const ai_real qnan = get_qnan();
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mTargetPosition.x = qnan;
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}
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@@ -317,9 +317,9 @@ struct Light : public BaseNode
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LightType mLightType;
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aiColor3D mColor;
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float mIntensity;
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float mAngle; // in degrees
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float mFalloff;
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ai_real mIntensity;
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ai_real mAngle; // in degrees
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ai_real mFalloff;
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};
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// ---------------------------------------------------------------------------
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@@ -342,7 +342,7 @@ struct Camera : public BaseNode
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{
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}
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float mFOV, mNear, mFar;
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ai_real mFOV, mNear, mFar;
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CameraType mCameraType;
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};
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@@ -544,13 +544,13 @@ private:
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//! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
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//! \param apOut Output buffer (3 floats)
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//! \param rIndexOut Output index
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void ParseLV4MeshFloatTriple(float* apOut, unsigned int& rIndexOut);
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void ParseLV4MeshFloatTriple(ai_real* apOut, unsigned int& rIndexOut);
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// -------------------------------------------------------------------
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//! Parse a *MESH_VERT block in a file
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//! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
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//! \param apOut Output buffer (3 floats)
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void ParseLV4MeshFloatTriple(float* apOut);
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void ParseLV4MeshFloatTriple(ai_real* apOut);
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// -------------------------------------------------------------------
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//! Parse a *MESH_TFACE block in a file
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@@ -568,7 +568,7 @@ private:
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// -------------------------------------------------------------------
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//! Parse a single float element
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//! \param fOut Output float
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void ParseLV4MeshFloat(float& fOut);
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void ParseLV4MeshFloat(ai_real& fOut);
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// -------------------------------------------------------------------
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//! Parse a single int element
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