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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
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36 changed files with 75 additions and 75 deletions
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@ -1260,7 +1260,7 @@ DefineEngineFunction( getPixelShaderVersion, F32, (),,
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return GFX->getPixelShaderVersion();
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}
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DefineEngineFunction( setPixelShaderVersion, void, ( float version ),,
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DefineEngineFunction( setPixelShaderVersion, void, ( F32 version ),,
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"@brief Sets the pixel shader version for the active device.\n"
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"This can be used to force a lower pixel shader version than is supported by "
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"the device for testing or performance optimization.\n"
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@ -378,7 +378,7 @@ F32 score(const VertData &vertexData)
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AssertFatal(vertexData.cachePosition < MaxSizeVertexCache, "Out of range cache position for vertex");
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// Points for being high in the cache.
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const float Scaler = 1.0f / (MaxSizeVertexCache - 3);
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const F32 Scaler = 1.0f / (MaxSizeVertexCache - 3);
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Score = 1.0f - (vertexData.cachePosition - 3) * Scaler;
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Score = mPow(Score, FindVertexScore::CacheDecayPower);
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}
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@ -387,7 +387,7 @@ F32 score(const VertData &vertexData)
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// Bonus points for having a low number of tris still to
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// use the vert, so we get rid of lone verts quickly.
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float ValenceBoost = mPow(vertexData.numUnaddedReferences, -FindVertexScore::ValenceBoostPower);
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F32 ValenceBoost = mPow(vertexData.numUnaddedReferences, -FindVertexScore::ValenceBoostPower);
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Score += FindVertexScore::ValenceBoostScale * ValenceBoost;
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return Score;
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