Update for float, double and unsigned char, unsigned short, short, etc. char was left alone: read why here http://msdn.microsoft.com/en-us/library/cc953fe1.aspx

This commit is contained in:
cpusci 2013-08-04 16:58:59 -05:00
parent 4c35fd37af
commit 7a8f46b19f
36 changed files with 75 additions and 75 deletions

View file

@ -1260,7 +1260,7 @@ DefineEngineFunction( getPixelShaderVersion, F32, (),,
return GFX->getPixelShaderVersion();
}
DefineEngineFunction( setPixelShaderVersion, void, ( float version ),,
DefineEngineFunction( setPixelShaderVersion, void, ( F32 version ),,
"@brief Sets the pixel shader version for the active device.\n"
"This can be used to force a lower pixel shader version than is supported by "
"the device for testing or performance optimization.\n"

View file

@ -378,7 +378,7 @@ F32 score(const VertData &vertexData)
AssertFatal(vertexData.cachePosition < MaxSizeVertexCache, "Out of range cache position for vertex");
// Points for being high in the cache.
const float Scaler = 1.0f / (MaxSizeVertexCache - 3);
const F32 Scaler = 1.0f / (MaxSizeVertexCache - 3);
Score = 1.0f - (vertexData.cachePosition - 3) * Scaler;
Score = mPow(Score, FindVertexScore::CacheDecayPower);
}
@ -387,7 +387,7 @@ F32 score(const VertData &vertexData)
// Bonus points for having a low number of tris still to
// use the vert, so we get rid of lone verts quickly.
float ValenceBoost = mPow(vertexData.numUnaddedReferences, -FindVertexScore::ValenceBoostPower);
F32 ValenceBoost = mPow(vertexData.numUnaddedReferences, -FindVertexScore::ValenceBoostPower);
Score += FindVertexScore::ValenceBoostScale * ValenceBoost;
return Score;