Core/ParameterList: Use double and long long instead of float and int
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@@ -124,8 +124,8 @@ namespace Nz
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// Some default settings
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data.SetParameter(MaterialData::Blending, true);
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data.SetParameter(MaterialData::DepthWrite, true);
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data.SetParameter(MaterialData::DstBlend, static_cast<int>(BlendFunc_InvSrcAlpha));
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data.SetParameter(MaterialData::SrcBlend, static_cast<int>(BlendFunc_SrcAlpha));
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data.SetParameter(MaterialData::DstBlend, static_cast<long long>(BlendFunc_InvSrcAlpha));
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data.SetParameter(MaterialData::SrcBlend, static_cast<long long>(BlendFunc_SrcAlpha));
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}
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it = materialCache.emplace(matName, std::move(data)).first;
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@@ -139,7 +139,7 @@ namespace Nz
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bool Load(Mesh* mesh, Stream& stream, const MeshParams& parameters)
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{
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int reservedVertexCount;
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long long reservedVertexCount;
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if (!parameters.custom.GetIntegerParameter("NativeOBJLoader_VertexCount", &reservedVertexCount))
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reservedVertexCount = 100;
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@@ -128,7 +128,7 @@ namespace Nz
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else
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{
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Color colorVal;
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float fValue;
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double dValue;
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if (matData.GetColorParameter(MaterialData::AmbientColor, &colorVal))
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material->ambient = colorVal;
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@@ -139,8 +139,8 @@ namespace Nz
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if (matData.GetColorParameter(MaterialData::SpecularColor, &colorVal))
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material->specular = colorVal;
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if (matData.GetFloatParameter(MaterialData::Shininess, &fValue))
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material->shininess = fValue;
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if (matData.GetDoubleParameter(MaterialData::Shininess, &dValue))
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material->shininess = float(dValue);
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if (matData.GetStringParameter(MaterialData::AlphaTexturePath, &strVal))
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material->alphaMap = strVal;
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@@ -176,7 +176,7 @@ namespace Nz
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UInt32 faceIndex = 0;
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TriangleIterator triangle(staticMesh);
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do
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do
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{
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OBJParser::Face& face = meshes[i].faces[faceIndex];
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face.firstVertex = faceIndex * 3;
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