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Stab at fixing the VertexArray compile error on VC++.
Added float-to-byte color conversion, including an SSE assembler version. Model renderer: Push UV coordinates into a shared vertex array and use bytes instead of floats for the color array, thereby, significantly reducing the total size of vertex arrays. This was SVN commit r2827.
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@@ -87,12 +87,13 @@ VertexArrayIterator<CVector4D> VertexArray::Attribute::GetIterator<CVector4D>()
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}
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template<>
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VertexArrayIterator<float[]> VertexArray::Attribute::GetIterator<float[]>() const
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VertexArrayIterator<float[2]> VertexArray::Attribute::GetIterator<float[2]>() const
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{
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debug_assert(vertexArray);
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debug_assert(type == GL_FLOAT);
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debug_assert(elems >= 2);
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return vertexArray->MakeIterator<float[]>(this);
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return vertexArray->MakeIterator<float[2]>(this);
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}
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template<>
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