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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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@ -38,9 +38,9 @@
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/// because we get a much better speed gain if we can assume the data is aligned.
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void vec_MatrixF_x_MatrixF(const F32 *matA, const F32 *matB, F32 *result)
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{
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vector float A[4][1];
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vector float B[4][1];
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vector float C[4][1];
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vector F32 A[4][1];
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vector F32 B[4][1];
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vector F32 C[4][1];
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/// If the incoming pointers are not 16-byte aligned, we have to load & store the slow way.
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if((int)matA & 0xF || (int)matB & 0xF || (int)result & 0xF)
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@ -442,7 +442,7 @@ inline bool mIsNaN_F( const F32 x )
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inline bool mIsInf_F( const F32 x )
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{
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return ( x == std::numeric_limits< float >::infinity() );
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return ( x == std::numeric_limits< F32 >::infinity() );
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}
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inline F32 mSign( const F32 n )
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@ -262,12 +262,12 @@ QuatF & QuatF::interpolate( const QuatF & q1, const QuatF & q2, F32 t )
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//-----------------------------------
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// calculate interpolating coeffs:
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double scale1, scale2;
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F64 scale1, scale2;
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if ( (1.0 - cosOmega) > 0.00001 )
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{
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// standard case
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double omega = mAcos(cosOmega);
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double sinOmega = mSin(omega);
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F64 omega = mAcos(cosOmega);
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F64 sinOmega = mSin(omega);
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scale1 = mSin((1.0 - t) * omega) / sinOmega;
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scale2 = sign2 * mSin(t * omega) / sinOmega;
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}
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