Revert changes
Former-commit-id: 25a7ecad35f3fe38638f608f375ed9c8c5df873e [formerly fa3383a06a186551d427aee0e3def1e543b73a1b] Former-commit-id: 5923cbbb60c4464741449c997c39212d2bc075f8
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363299f4de
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@ -2827,15 +2827,21 @@ namespace Nz
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{
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{
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const char* c = oldCharacters;
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const char* c = oldCharacters;
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char character = Detail::ToLower(*ptr);
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char character = Detail::ToLower(*ptr);
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bool found = false;
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std::ptrdiff_t offset = ptr - m_sharedString->string.get();
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EnsureOwnership();
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ptr = &m_sharedString->string[offset];
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do
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do
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{
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{
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if (character == Detail::ToLower(*c))
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if (character == Detail::ToLower(*c))
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{
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{
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if (!found)
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{
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std::ptrdiff_t offset = ptr - m_sharedString->string.get();
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EnsureOwnership();
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ptr = &m_sharedString->string[offset];
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found = true;
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}
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*ptr = replaceCharacter;
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*ptr = replaceCharacter;
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++count;
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++count;
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break;
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break;
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@ -2847,12 +2853,19 @@ namespace Nz
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}
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}
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else
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else
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{
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{
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std::ptrdiff_t offset = ptr - m_sharedString->string.get();
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bool found = false;
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EnsureOwnership();
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ptr = &m_sharedString->string[offset];
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while ((ptr = std::strpbrk(ptr, oldCharacters)) != nullptr)
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while ((ptr = std::strpbrk(ptr, oldCharacters)) != nullptr)
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{
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{
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if (!found)
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{
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std::ptrdiff_t offset = ptr - m_sharedString->string.get();
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EnsureOwnership();
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ptr = &m_sharedString->string[offset];
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found = true;
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}
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*ptr++ = replaceCharacter;
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*ptr++ = replaceCharacter;
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++count;
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++count;
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}
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}
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@ -464,6 +464,7 @@ namespace Nz
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void DepthRenderTechnique::DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
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void DepthRenderTechnique::DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
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{
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{
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const Shader* lastShader = nullptr;
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const Shader* lastShader = nullptr;
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const ShaderUniforms* shaderUniforms = nullptr;
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for (auto& matIt : layer.opaqueModels)
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for (auto& matIt : layer.opaqueModels)
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{
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{
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@ -487,7 +488,7 @@ namespace Nz
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if (shader != lastShader)
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if (shader != lastShader)
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{
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{
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// Index of uniforms in the shader
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// Index of uniforms in the shader
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GetShaderUniforms(shader);
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shaderUniforms = GetShaderUniforms(shader);
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lastShader = shader;
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lastShader = shader;
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}
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}
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