Fix minor warnings.
Add output directories to ignore list.
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8a076c8e8d
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a9a6f6968e
@ -93,9 +93,9 @@ float nv::averageColorError(const FloatImage * ref, const FloatImage * img, bool
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float b1 = ref->pixel(i + count * 2);
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float a1 = ref->pixel(i + count * 3);
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float r = fabs(r0 - r1);
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float g = fabs(g0 - g1);
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float b = fabs(b0 - b1);
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float r = fabsf(r0 - r1);
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float g = fabsf(g0 - g1);
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float b = fabsf(b0 - b1);
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float a = 1;
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if (alphaWeight) a = a1;
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@ -125,7 +125,7 @@ float nv::averageAlphaError(const FloatImage * ref, const FloatImage * img)
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float a = a0 - a1;
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mae += fabs(a);
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mae += fabsf(a);
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}
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return float(mae / count);
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@ -52,7 +52,7 @@ namespace
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return 1.0f + x*x*(-1.0f/6.0f + x*x*1.0f/120.0f);
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}
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else {
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return sin(x) / x;
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return sinf(x) / x;
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}
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}
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@ -157,7 +157,7 @@ BoxFilter::BoxFilter(float width) : Filter(width) {}
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float BoxFilter::evaluate(float x) const
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{
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if (fabs(x) <= m_width) return 1.0f;
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if (fabsf(x) <= m_width) return 1.0f;
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else return 0.0f;
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}
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@ -167,7 +167,7 @@ TriangleFilter::TriangleFilter(float width) : Filter(width) {}
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float TriangleFilter::evaluate(float x) const
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{
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x = fabs(x);
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x = fabsf(x);
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if( x < m_width ) return m_width - x;
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return 0.0f;
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}
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@ -177,7 +177,7 @@ QuadraticFilter::QuadraticFilter() : Filter(1.5f) {}
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float QuadraticFilter::evaluate(float x) const
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{
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x = fabs(x);
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x = fabsf(x);
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if( x < 0.5f ) return 0.75f - x * x;
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if( x < 1.5f ) {
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float t = x - 1.5f;
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@ -192,7 +192,7 @@ CubicFilter::CubicFilter() : Filter(1.0f) {}
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float CubicFilter::evaluate(float x) const
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{
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// f(t) = 2|t|^3 - 3|t|^2 + 1, -1 <= t <= 1
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x = fabs(x);
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x = fabsf(x);
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if( x < 1.0f ) return((2.0f * x - 3.0f) * x * x + 1.0f);
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return 0.0f;
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}
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@ -202,7 +202,7 @@ BSplineFilter::BSplineFilter() : Filter(2.0f) {}
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float BSplineFilter::evaluate(float x) const
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{
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x = fabs(x);
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x = fabsf(x);
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if( x < 1.0f ) return (4.0f + x * x * (-6.0f + x * 3.0f)) / 6.0f;
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if( x < 2.0f ) {
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float t = 2.0f - x;
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@ -216,7 +216,7 @@ MitchellFilter::MitchellFilter() : Filter(2.0f) { setParameters(1.0f/3.0f, 1.0f/
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float MitchellFilter::evaluate(float x) const
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{
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x = fabs(x);
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x = fabsf(x);
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if( x < 1.0f ) return p0 + x * x * (p2 + x * p3);
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if( x < 2.0f ) return q0 + x * (q1 + x * (q2 + x * q3));
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return 0.0f;
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@ -238,7 +238,7 @@ LanczosFilter::LanczosFilter() : Filter(3.0f) {}
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float LanczosFilter::evaluate(float x) const
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{
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x = fabs(x);
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x = fabsf(x);
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if( x < 3.0f ) return sincf(PI * x) * sincf(PI * x / 3.0f);
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return 0.0f;
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}
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@ -357,7 +357,7 @@ void Kernel2::normalize()
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{
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float total = 0.0f;
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for(uint i = 0; i < m_windowSize*m_windowSize; i++) {
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total += fabs(m_data[i]);
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total += fabsf(m_data[i]);
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}
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float inv = 1.0f / total;
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@ -57,7 +57,7 @@ static bool ludcmp(float **a, int n, int *indx, float *d)
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}
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a[i][j]=sum;
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float dum = vv[i]*fabs(sum);
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float dum = vv[i]*fabsf(sum);
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if (dum >= big) {
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// Is the figure of merit for the pivot better than the best so far?
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big = dum;
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@ -284,8 +284,8 @@ Matrix nv::inverse(const Matrix & m) {
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for (i=0; i<4; i++) { /* eliminate in column i, below diag */
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max = -1.;
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for (k=i; k<4; k++) /* find pivot for column i */
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if (fabs(A(k, i)) > max) {
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max = fabs(A(k, i));
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if (fabsf(A(k, i)) > max) {
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max = fabsf(A(k, i));
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j = k;
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}
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if (max<=0.) return B; /* if no nonzero pivot, PUNT */
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@ -340,7 +340,7 @@ Matrix3 nv::inverse(const Matrix3 & m) {
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max = -1.;
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for (k=i; k<3; k++) /* find pivot for column i */
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if (fabs(A(k, i)) > max) {
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max = fabs(A(k, i));
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max = fabsf(A(k, i));
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j = k;
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}
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if (max<=0.) return B; /* if no nonzero pivot, PUNT */
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@ -729,7 +729,7 @@ namespace nv
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// Get perspective matrix.
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inline Matrix perspective(float fovy, float aspect, float zNear, float zFar)
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{
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float xmax = zNear * tan(fovy / 2);
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float xmax = zNear * tanf(fovy / 2);
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float xmin = -xmax;
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float ymax = xmax / aspect;
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@ -741,7 +741,7 @@ namespace nv
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// Get inverse perspective matrix.
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inline Matrix perspectiveInverse(float fovy, float aspect, float zNear, float zFar)
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{
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float xmax = zNear * tan(fovy / 2);
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float xmax = zNear * tanf(fovy / 2);
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float xmin = -xmax;
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float ymax = xmax / aspect;
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@ -753,7 +753,7 @@ namespace nv
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// Get infinite perspective matrix.
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inline Matrix perspective(float fovy, float aspect, float zNear)
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{
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float x = zNear * tan(fovy / 2);
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float x = zNear * tanf(fovy / 2);
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float y = x / aspect;
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return frustum( -x, x, -y, y, zNear );
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}
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@ -222,7 +222,7 @@ namespace nv
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inline float frac(float f)
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{
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return f - floor(f);
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return f - floorf(f);
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}
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inline float floatRound(float f)
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@ -39,7 +39,7 @@ using namespace nvtt;
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// Solid angle of an axis aligned quad from (0,0,1) to (x,y,1)
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// See: http://www.fizzmoll11.com/thesis/ for a derivation of this formula.
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static float areaElement(float x, float y) {
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return atan2(x*y, sqrtf(x*x + y*y + 1));
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return atan2f(x*y, sqrtf(x*x + y*y + 1));
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}
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// Solid angle of a hemicube texel.
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@ -206,19 +206,19 @@ static const Vector3 faceV[6] = {
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static Vector2 toPolar(Vector3::Arg v) {
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Vector2 p;
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p.x = atan2(v.x, v.y); // theta
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p.x = atan2f(v.x, v.y); // theta
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p.y = acosf(v.z); // phi
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return p;
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}
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static Vector2 toPlane(float theta, float phi) {
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float x = sin(phi) * cos(theta);
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float y = sin(phi) * sin(theta);
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float z = cos(phi);
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float x = sinf(phi) * cosf(theta);
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float y = sinf(phi) * sinf(theta);
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float z = cosf(phi);
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Vector2 p;
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p.x = x / fabs(z);
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p.y = y / fabs(z);
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p.x = x / fabsf(z);
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p.y = y / fabsf(z);
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//p.x = tan(phi) * cos(theta);
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//p.y = tan(phi) * sin(theta);
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@ -227,8 +227,8 @@ static Vector2 toPlane(float theta, float phi) {
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static Vector2 toPlane(Vector3::Arg v) {
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Vector2 p;
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p.x = v.x / fabs(v.z);
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p.y = v.y / fabs(v.z);
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p.x = v.x / fabsf(v.z);
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p.y = v.y / fabsf(v.z);
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return p;
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}
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@ -569,7 +569,7 @@ CubeSurface CubeSurface::irradianceFilter(int size, EdgeFixup fixupMethod) const
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// Convolve filter against this cube.
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Vector3 CubeSurface::Private::applyAngularFilter(const Vector3 & filterDir, float coneAngle, float * filterTable, int tableSize)
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{
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const float cosineConeAngle = cos(coneAngle);
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const float cosineConeAngle = cosf(coneAngle);
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nvDebugCheck(cosineConeAngle >= 0);
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Vector3 color(0);
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@ -690,7 +690,7 @@ Vector3 CubeSurface::Private::applyAngularFilter(const Vector3 & filterDir, floa
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// Convolve filter against this cube.
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Vector3 CubeSurface::Private::applyCosinePowerFilter(const Vector3 & filterDir, float coneAngle, float cosinePower)
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{
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const float cosineConeAngle = cos(coneAngle);
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const float cosineConeAngle = cosf(coneAngle);
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nvDebugCheck(cosineConeAngle >= 0);
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Vector3 color(0);
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@ -1993,7 +1993,7 @@ static Color32 toRgbe8(float r, float g, float b)
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}
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else {
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int e;
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v = frexp(v, &e) * 256.0f / v;
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v = frexpf(v, &e) * 256.0f / v;
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c.r = uint8(clamp(r * v, 0.0f, 255.0f));
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c.g = uint8(clamp(g * v, 0.0f, 255.0f));
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c.b = uint8(clamp(b * v, 0.0f, 255.0f));
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@ -2845,13 +2845,13 @@ void Surface::transformNormals(NormalTransform xform)
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float discriminant = b * b - 4.0f * a * c;
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float t = (-b + sqrtf(discriminant)) / (2.0f * a);
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float d = fabs(n.z * t - (1 - n.x*n.x*t*t) * (1 - n.y*n.y*t*t));
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float d = fabsf(n.z * t - (1 - n.x*n.x*t*t) * (1 - n.y*n.y*t*t));
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while (d > 0.0001) {
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float ft = 1 - n.z * t - (n.x*n.x + n.y*n.y)*t*t + n.x*n.x*n.y*n.y*t*t*t*t;
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float fit = - n.z - 2*(n.x*n.x + n.y*n.y)*t + 4*n.x*n.x*n.y*n.y*t*t*t;
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t -= ft / fit;
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d = fabs(n.z * t - (1 - n.x*n.x*t*t) * (1 - n.y*n.y*t*t));
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d = fabsf(n.z * t - (1 - n.x*n.x*t*t) * (1 - n.y*n.y*t*t));
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};
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n.x = n.x * t;
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