fixing lots of warnings
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@@ -151,7 +151,7 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Array<PTextureAsset>&
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uint32 uvIndex = 0;
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aiTextureMapMode mapMode = aiTextureMapMode_Clamp;
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float blend = std::numeric_limits<float>::max();
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aiTextureOp op;
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aiTextureOp op = aiTextureOp_Add;
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if (material->GetTexture(type, index, &texPath, &mapping, &uvIndex, nullptr, nullptr, nullptr) != AI_SUCCESS) {
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std::cout << "fuck" << std::endl;
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}
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@@ -488,23 +488,23 @@ Vector4 MeshLoader::encodeQTangent(Matrix3 m) {
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Vector4 r;
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if (t > 2.9999999) {
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r = Vector4(0.0, 0.0, 0.0, 1.0);
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} else if (t > 0.0000001) {
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float s = sqrt(1.0 + t) * 2.0;
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r = Vector4(Vector(m[1][2] - m[2][1], m[2][0] - m[0][2], m[0][1] - m[1][0]) / s, s * 0.25);
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} else if (t > 0.0000001f) {
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float s = sqrt(1.0f + t) * 2.0f;
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r = Vector4(Vector(m[1][2] - m[2][1], m[2][0] - m[0][2], m[0][1] - m[1][0]) / s, s * 0.25f);
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} else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {
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float s = sqrt(1.0 + (m[0][0] - (m[1][1] + m[2][2]))) * 2.0;
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float s = sqrt(1.0f + (m[0][0] - (m[1][1] + m[2][2]))) * 2.0;
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r = Vector4(s * 0.25, Vector(m[1][0] - m[0][1], m[2][0] - m[0][2], m[0][2] - m[2][1]) / s);
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} else if (m[1][1] > m[2][2]) {
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float s = sqrt(1.0 + (m[1][1] - (m[0][0] + m[2][2]))) * 2.0;
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r = Vector4(Vector(m[1][0] + m[0][1], m[2][1] + m[1][2], m[2][0] - m[0][2]) / s, s * 0.25);
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float s = sqrt(1.0f + (m[1][1] - (m[0][0] + m[2][2]))) * 2.0f;
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r = Vector4(Vector(m[1][0] + m[0][1], m[2][1] + m[1][2], m[2][0] - m[0][2]) / s, s * 0.25f);
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r = Vector4(r.x, r.w, r.y, r.z);
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} else {
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float s = sqrt(1.0 + (m[2][2] - (m[0][0] + m[1][1]))) * 2.0;
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r = Vector4(Vector(m[2][0] + m[0][2], m[2][1] + m[1][2], m[0][1] - m[1][0]) / s, s * 0.25);
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float s = sqrt(1.0f + (m[2][2] - (m[0][0] + m[1][1]))) * 2.0f;
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r = Vector4(Vector(m[2][0] + m[0][2], m[2][1] + m[1][2], m[0][1] - m[1][0]) / s, s * 0.25f);
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r = Vector4(r.x, r.y, r.w, r.z);
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}
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r = normalize(r);
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const float threshold = 1.0 / 32767.0;
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const float threshold = 1.0f / 32767.0f;
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if (r.w <= threshold) {
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r = Vector4(Vector(r) * (float)sqrt(1.0 - (threshold * threshold)), (r.w > 0.0) ? threshold : -threshold);
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}
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@@ -539,9 +539,9 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
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Array<StaticMeshVertexData::BiTangentType> biTangents(mesh->mNumVertices);
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Array<StaticMeshVertexData::ColorType> colors(mesh->mNumVertices);
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for (int32 i = 0; i < mesh->mNumVertices; ++i) {
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for (uint32 i = 0; i < mesh->mNumVertices; ++i) {
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positions[i] = Vector(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z);
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for (size_t j = 0; j < MAX_TEXCOORDS; ++j) {
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for (uint32 j = 0; j < MAX_TEXCOORDS; ++j) {
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if (mesh->HasTextureCoords(j)) {
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texCoords[j][i] = U16Vector2(mesh->mTextureCoords[j][i].x * 65535, mesh->mTextureCoords[j][i].y * 65535);
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} else {
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@@ -13,7 +13,7 @@ ViewportControl::ViewportControl(const URect& viewportDimensions, Vector initial
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ViewportControl::~ViewportControl() {}
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void ViewportControl::update(Component::Camera& camera, float deltaTime) {
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void ViewportControl::update(Component::Camera&, float deltaTime) {
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float cameraMove = deltaTime * 20;
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if (keys[KeyCode::KEY_LEFT_SHIFT]) {
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cameraMove *= 4;
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+1
-1
@@ -36,7 +36,7 @@ Array<Halfedge> generateEdges() {
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UVector(13, 10, 14), UVector(10, 11, 14), UVector(14, 11, 15)};
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Array<Halfedge> edges;
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for (auto ind : indices) {
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uint32 baseIndex = edges.size();
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uint32 baseIndex = (uint32)edges.size();
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edges.add(Halfedge{ind.x, baseIndex + 1, baseIndex + 2, UINT32_MAX});
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edges.add(Halfedge{ind.y, baseIndex + 2, baseIndex, UINT32_MAX});
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edges.add(Halfedge{ind.z, baseIndex, baseIndex + 1, UINT32_MAX});
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