From Ulrich, fixes to double to float conversion warnings under Windows.
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@@ -278,29 +278,29 @@ void Object::parseMaterial(ifstream& fin, Material& material)
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switch (i) {
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case 0: {
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// ColorRGBA
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material.faceColor.red = atof(token[0].c_str());
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material.faceColor.green = atof(token[1].c_str());
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material.faceColor.blue = atof(token[2].c_str());
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material.faceColor.alpha = atof(token[3].c_str());
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material.faceColor.red = (float) atof(token[0].c_str());
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material.faceColor.green = (float) atof(token[1].c_str());
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material.faceColor.blue = (float) atof(token[2].c_str());
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material.faceColor.alpha = (float) atof(token[3].c_str());
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i++;
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} break;
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case 1: {
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// Power
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material.power = atof(token[0].c_str());
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material.power = (float) atof(token[0].c_str());
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i++;
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} break;
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case 2: {
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// ColorRGB
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material.specularColor.red = atof(token[0].c_str());
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material.specularColor.green = atof(token[1].c_str());
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material.specularColor.blue = atof(token[2].c_str());
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material.specularColor.red = (float) atof(token[0].c_str());
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material.specularColor.green = (float) atof(token[1].c_str());
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material.specularColor.blue = (float) atof(token[2].c_str());
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i++;
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} break;
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case 3: {
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// ColorRGB
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material.emissiveColor.red = atof(token[0].c_str());
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material.emissiveColor.green = atof(token[1].c_str());
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material.emissiveColor.blue = atof(token[2].c_str());
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material.emissiveColor.red = (float) atof(token[0].c_str());
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material.emissiveColor.green = (float) atof(token[1].c_str());
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material.emissiveColor.blue = (float) atof(token[2].c_str());
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i++;
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} break;
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}
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@@ -326,8 +326,8 @@ void Object::readCoords2d(ifstream& fin, vector<Coords2d>& v, unsigned int count
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continue;
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Coords2d c;
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c.u = atof(token[0].c_str());
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c.v = atof(token[1].c_str());
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c.u = (float) atof(token[0].c_str());
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c.v = (float) atof(token[1].c_str());
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v.push_back(c);
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i++;
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}
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@@ -465,9 +465,9 @@ void Object::readVector(ifstream& fin, vector<Vector>& v, unsigned int count)
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continue;
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Vector vec;
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vec.x = atof(token[0].c_str());
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vec.y = atof(token[1].c_str());
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vec.z = atof(token[2].c_str());
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vec.x = (float) atof(token[0].c_str());
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vec.y = (float) atof(token[1].c_str());
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vec.z = (float) atof(token[2].c_str());
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v.push_back(vec);
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i++;
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}
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@@ -535,18 +535,10 @@ void Object::parseMeshNormals(ifstream& fin)
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cerr << "* nNormals=" << _normals->normals.size() << endl;
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assert(nNormals == _normals->normals.size());
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#define NORMALIZE_NORMALS
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#ifdef NORMALIZE_NORMALS
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for (unsigned int i = 0; i < _normals->normals.size(); i++) {
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DX::Vector vec = _normals->normals[i];
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// Normalize
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float len = sqrt(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z);
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vec.x /= len;
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vec.y /= len;
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vec.z /= len;
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_normals->normals[i] = vec;
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}
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for (unsigned int i = 0; i < _normals->normals.size(); i++)
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_normals->normals[i].normalize();
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#endif
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}
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else if (nFaceNormals == 0) {
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@@ -40,7 +40,7 @@ namespace DX {
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float x,y,z;
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inline void normalize() {
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float lenRecip = 1.0f / sqrt(x * x + y * y + z * z);
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float lenRecip = 1.0f / (float) sqrt(x * x + y * y + z * z);
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x *= lenRecip;
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y *= lenRecip;
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z *= lenRecip;
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