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@@ -107,10 +107,10 @@ void DynamicGeometry::CreateScene()
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// Detect duplicate vertices to allow seamless animation
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vertexDuplicates_.Resize(originalVertices_.Size());
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- for (unsigned i = 0; i < originalVertices_.Size(); ++i)
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+ for (i32 i = 0; i < originalVertices_.Size(); ++i)
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{
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vertexDuplicates_[i] = i; // Assume not a duplicate
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- for (unsigned j = 0; j < i; ++j)
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+ for (i32 j = 0; j < i; ++j)
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{
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if (originalVertices_[i].Equals(originalVertices_[j]))
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{
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@@ -326,7 +326,7 @@ void DynamicGeometry::AnimateObjects(float timeStep)
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time_ += timeStep * 100.0f;
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// Repeat for each of the cloned vertex buffers
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- for (unsigned i = 0; i < animatingBuffers_.Size(); ++i)
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+ for (i32 i = 0; i < animatingBuffers_.Size(); ++i)
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{
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float startPhase = time_ + i * 30.0f;
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VertexBuffer* buffer = animatingBuffers_[i];
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