Fix some warnings from MSVC
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@@ -267,13 +267,13 @@ namespace Nz
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const Texture* overlay = overlayIt.first;
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auto& spriteChainVector = overlayIt.second.spriteChains;
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unsigned int spriteChainCount = spriteChainVector.size();
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std::size_t spriteChainCount = spriteChainVector.size();
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if (spriteChainCount > 0)
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{
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Renderer::SetTexture(overlayUnit, (overlay) ? overlay : &m_whiteTexture);
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unsigned int spriteChain = 0; // Which chain of sprites are we treating
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unsigned int spriteChainOffset = 0; // Where was the last offset where we stopped in the last chain
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std::size_t spriteChain = 0; // Which chain of sprites are we treating
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std::size_t spriteChainOffset = 0; // Where was the last offset where we stopped in the last chain
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do
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{
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@@ -281,13 +281,13 @@ namespace Nz
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BufferMapper<VertexBuffer> vertexMapper(m_spriteBuffer, BufferAccess_DiscardAndWrite);
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VertexStruct_XYZ_Color_UV* vertices = static_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
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unsigned int spriteCount = 0;
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unsigned int maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4);
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std::size_t spriteCount = 0;
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std::size_t maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4);
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do
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{
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ForwardRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
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unsigned int count = std::min(maxSpriteCount - spriteCount, currentChain.spriteCount - spriteChainOffset);
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std::size_t count = std::min(maxSpriteCount - spriteCount, currentChain.spriteCount - spriteChainOffset);
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std::memcpy(vertices, currentChain.vertices + spriteChainOffset * 4, 4 * count * sizeof(VertexStruct_XYZ_Color_UV));
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vertices += count * 4;
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@@ -373,17 +373,17 @@ namespace Nz
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auto& entry = matIt.second;
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auto& billboardVector = entry.billboards;
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unsigned int billboardCount = billboardVector.size();
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std::size_t billboardCount = billboardVector.size();
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if (billboardCount > 0)
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{
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// We begin to apply the material (and get the shader activated doing so)
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material->Apply(pipelineInstance);
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const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
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unsigned int maxBillboardPerDraw = instanceBuffer->GetVertexCount();
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std::size_t maxBillboardPerDraw = instanceBuffer->GetVertexCount();
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do
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{
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unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
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std::size_t renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
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billboardCount -= renderedBillboardCount;
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instanceBuffer->Fill(data, 0, renderedBillboardCount, true);
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@@ -435,12 +435,12 @@ namespace Nz
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auto& billboardVector = entry.billboards;
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const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
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unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount() / 4);
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std::size_t maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount() / 4);
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unsigned int billboardCount = billboardVector.size();
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std::size_t billboardCount = billboardVector.size();
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do
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{
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unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
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std::size_t renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
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billboardCount -= renderedBillboardCount;
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BufferMapper<VertexBuffer> vertexMapper(m_billboardPointBuffer, BufferAccess_DiscardAndWrite, 0, renderedBillboardCount * 4);
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@@ -584,13 +584,13 @@ namespace Nz
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instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
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const Matrix4f* instanceMatrices = &instances[0];
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unsigned int instanceCount = instances.size();
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unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Maximum number of instance in one batch
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std::size_t instanceCount = instances.size();
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std::size_t maxInstanceCount = instanceBuffer->GetVertexCount(); // Maximum number of instance in one batch
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while (instanceCount > 0)
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{
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// We compute the number of instances that we will be able to draw this time (depending on the instancing buffer size)
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unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
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std::size_t renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
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instanceCount -= renderedInstanceCount;
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// We fill the instancing buffer with our world matrices
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