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Add an unrelated comment and some casts
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@ -658,9 +658,9 @@ void VertexDecoder::Step_NormalS8ToFloat() const
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{
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float *normal = (float *)(decoded_ + decFmt.nrmoff);
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const s8 *sv = (const s8*)(ptr_ + nrmoff);
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normal[0] = sv[0] * (1.0f / 128.0f);
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normal[1] = sv[1] * (1.0f / 128.0f);
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normal[2] = sv[2] * (1.0f / 128.0f);
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normal[0] = (float)sv[0] * (1.0f / 128.0f);
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normal[1] = (float)sv[1] * (1.0f / 128.0f);
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normal[2] = (float)sv[2] * (1.0f / 128.0f);
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}
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void VertexDecoder::Step_NormalS16() const
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@ -912,6 +912,7 @@ float MATH3D_CALL vectorGetByIndex(__m128 v) {
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#if defined(_M_SSE)
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// x, y, and z should be broadcast. Should only be used through Vec3f version.
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// Note that this will read an extra float from the matrix, so it better not be at the end of an allocation!
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inline __m128 MATH3D_CALL Vec3ByMatrix43Internal(__m128 x, __m128 y, __m128 z, const float m[12]) {
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__m128 col0 = _mm_loadu_ps(m);
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__m128 col1 = _mm_loadu_ps(m + 3);
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