Core/ParameterList: Use double and long long instead of float and int
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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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