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Prefer static_cast to reinterpret_cast where possible.
Just safer. Could probably do in a lot more places... another time. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6293 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -193,8 +193,8 @@ namespace scene
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Vertices.reallocate(vertexCount+numVertices);
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for (i=0; i<numVertices; ++i)
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{
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Vertices.push_back(reinterpret_cast<const T*>(vertices)[i]);
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BoundingBox.addInternalPoint(reinterpret_cast<const T*>(vertices)[i].Pos);
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Vertices.push_back(static_cast<const T*>(vertices)[i]);
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BoundingBox.addInternalPoint(static_cast<const T*>(vertices)[i].Pos);
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}
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Indices.reallocate(getIndexCount()+numIndices);
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@ -192,7 +192,7 @@ IMesh * CAnimatedMeshSceneNode::getMeshForCurrentFrame()
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// As multiple scene nodes may be sharing the same skinned mesh, we have to
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// re-animate it every frame to ensure that this node gets the mesh that it needs.
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CSkinnedMesh* skinnedMesh = reinterpret_cast<CSkinnedMesh*>(Mesh);
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CSkinnedMesh* skinnedMesh = static_cast<CSkinnedMesh*>(Mesh);
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if (JointMode == EJUOR_CONTROL)//write to mesh
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skinnedMesh->transferJointsToMesh(JointChildSceneNodes);
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@ -747,7 +747,7 @@ void CAnimatedMeshSceneNode::animateJoints(bool CalculateAbsolutePositions)
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checkJoints();
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const f32 frame = getFrameNr(); //old?
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CSkinnedMesh* skinnedMesh=reinterpret_cast<CSkinnedMesh*>(Mesh);
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CSkinnedMesh* skinnedMesh=static_cast<CSkinnedMesh*>(Mesh);
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skinnedMesh->transferOnlyJointsHintsToMesh( JointChildSceneNodes );
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skinnedMesh->animateMesh(frame, 1.0f);
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@ -1140,7 +1140,7 @@ bool CIrrDeviceWin32::present(video::IImage* image, void* windowId, core::rect<s
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{
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HWND hwnd = HWnd;
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if ( windowId )
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hwnd = reinterpret_cast<HWND>(windowId);
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hwnd = static_cast<HWND>(windowId);
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HDC dc = GetDC(hwnd);
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