Remove old comments.
Fix errors discovered with -Wall.
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5a3bef85e3
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@ -194,8 +194,6 @@ namespace nv
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/// Evaluate the spherical harmonic function.
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/// Evaluate the spherical harmonic function.
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float sample(Vector3::Arg dir) const
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float sample(Vector3::Arg dir) const
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{
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{
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float out = 0.0f;
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Sh sh(order());
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Sh sh(order());
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sh.eval(dir);
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sh.eval(dir);
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@ -54,7 +54,7 @@ namespace nv
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inline bool rayTest(const Triangle & t, Vector3::Arg orig, Vector3::Arg dir, float * out_t, float * out_u, float * out_v)
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inline bool rayTest(const Triangle & t, Vector3::Arg orig, Vector3::Arg dir, float * out_t, float * out_u, float * out_v)
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{
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{
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rayTest_Moller(t, orig, dir, out_t, out_u, out_v);
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return rayTest_Moller(t, orig, dir, out_t, out_u, out_v);
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}
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}
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inline bool overlap(const Triangle & t, const Box & b)
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inline bool overlap(const Triangle & t, const Box & b)
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@ -72,7 +72,6 @@ public:
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scalar component(uint idx) const;
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scalar component(uint idx) const;
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// @@ temporary... should use an explicit method?
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const scalar * ptr() const;
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const scalar * ptr() const;
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void set(scalar x, scalar y, scalar z);
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void set(scalar x, scalar y, scalar z);
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@ -117,7 +116,6 @@ public:
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scalar component(uint idx) const;
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scalar component(uint idx) const;
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// @@ temporary... should use an explicit method?
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const scalar * ptr() const;
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const scalar * ptr() const;
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void set(scalar x, scalar y, scalar z, scalar w);
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void set(scalar x, scalar y, scalar z, scalar w);
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