Replace useless reinterpret_cast by static_cast
Former-commit-id: f61d644d968d4fe9523a5cd122e11525a9c2765d
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@@ -272,7 +272,7 @@ namespace Nz
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{
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// On ouvre le buffer en écriture
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BufferMapper<VertexBuffer> vertexMapper(m_spriteBuffer, BufferAccess_DiscardAndWrite);
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VertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
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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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@@ -411,7 +411,7 @@ namespace Nz
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billboardCount -= renderedBillboardCount;
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BufferMapper<VertexBuffer> vertexMapper(m_billboardPointBuffer, BufferAccess_DiscardAndWrite, 0, renderedBillboardCount*4);
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BillboardPoint* vertices = reinterpret_cast<BillboardPoint*>(vertexMapper.GetPointer());
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BillboardPoint* vertices = static_cast<BillboardPoint*>(vertexMapper.GetPointer());
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for (unsigned int i = 0; i < renderedBillboardCount; ++i)
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{
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