Cleanup.
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@ -137,25 +137,15 @@ void toAabb(Aabb& _aabb, const float* _mtx, const void* _vertices, uint32_t _num
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{
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bx::Vec3 min, max;
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uint8_t* vertex = (uint8_t*)_vertices;
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min = max = bx::mul(bx::load<bx::Vec3>(vertex), _mtx);
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float position[3];
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bx::vec3MulMtx(position, (float*)vertex, _mtx);
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min.x = max.x = position[0];
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min.y = max.y = position[1];
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min.z = max.z = position[2];
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vertex += _stride;
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for (uint32_t ii = 1; ii < _numVertices; ++ii)
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{
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bx::vec3MulMtx(position, (float*)vertex, _mtx);
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bx::Vec3 pos = bx::mul(bx::load<bx::Vec3>(vertex), _mtx);
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vertex += _stride;
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bx::Vec3 pos =
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{
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position[0],
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position[1],
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position[2],
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};
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min = bx::min(pos, min);
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max = bx::max(pos, max);
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}
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@ -2054,14 +2054,11 @@ int _main_(int _argc, char** _argv)
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if (view.m_fit)
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{
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float wh[3] = { float(view.m_textureInfo.width), float(view.m_textureInfo.height), 0.0f };
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float result[3];
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bx::vec3MulMtx(result, wh, orientation);
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result[0] = bx::round(bx::abs(result[0]) );
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result[1] = bx::round(bx::abs(result[1]) );
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const bx::Vec3 wh = { float(view.m_textureInfo.width), float(view.m_textureInfo.height), 0.0f };
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const bx::Vec3 result = bx::round(bx::abs(bx::mul(wh, orientation) ) );
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scale.set(bx::min(float(view.m_width) / result[0]
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, float(view.m_height) / result[1])
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scale.set(bx::min(float(view.m_width) / result.x
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, float(view.m_height) / result.y)
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, 0.1f*view.m_transitionTime
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);
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}
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