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Fix floating point precision loss in renderer [part 2]
Fix floatTime using float precision instead of double using GCC. Fix R_BindAnimatedImage to be in sync with function table. Fix vertexDeform bulge, vertexDeform normals, noise wave function at high level time. Revert unnecessary float -> double conversions.
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12 changed files with 62 additions and 69 deletions
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@ -116,7 +116,7 @@ extern cvar_t *r_saveFontData;
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qboolean R_GetModeInfo( int *width, int *height, float *windowAspect, int mode );
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float R_NoiseGet4f( float x, float y, float z, float t );
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float R_NoiseGet4f( float x, float y, float z, double t );
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void R_NoiseInit( void );
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image_t *R_FindImageFile( const char *name, imgType_t type, imgFlags_t flags );
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@ -49,7 +49,7 @@ void R_NoiseInit( void )
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}
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}
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float R_NoiseGet4f( float x, float y, float z, float t )
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float R_NoiseGet4f( float x, float y, float z, double t )
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{
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int i;
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int ix, iy, iz, it;
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