Replace useless reinterpret_cast by static_cast
Former-commit-id: f61d644d968d4fe9523a5cd122e11525a9c2765d
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@@ -115,7 +115,7 @@ namespace Nz
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stream.Read(&triangles[0], header.num_tris*sizeof(MD2_Triangle));
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BufferMapper<IndexBuffer> indexMapper(indexBuffer, BufferAccess_DiscardAndWrite);
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UInt16* index = reinterpret_cast<UInt16*>(indexMapper.GetPointer());
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UInt16* index = static_cast<UInt16*>(indexMapper.GetPointer());
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for (unsigned int i = 0; i < header.num_tris; ++i)
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{
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@@ -190,7 +190,7 @@ namespace Nz
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translate *= s;
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BufferMapper<VertexBuffer> vertexMapper(vertexBuffer, BufferAccess_DiscardAndWrite);
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MeshVertex* vertex = reinterpret_cast<MeshVertex*>(vertexMapper.GetPointer());
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MeshVertex* vertex = static_cast<MeshVertex*>(vertexMapper.GetPointer());
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/// Chargement des coordonnées de texture
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const unsigned int indexFix[3] = {0, 2, 1}; // Pour respécifier les indices dans le bon ordre
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