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void CalculateEdgeNormal(float& nx, float& ny, float x0, float y0, float x1, float y1) | |
{ | |
const float x01 = x1 - x0; | |
const float y01 = y1 - y0; | |
const float length = Sqrt(x01 * x01 + y01 * y01); | |
const float dx = x01 / length; | |
const float dy = y01 / length; |
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var max_sum = -Inf, best_begin = 0, best_end = 0, cur_begin = 0, cur_sum = 0 | |
for (i = 0; i < values.length; ++i) | |
# Add the current value into our working sum | |
cur_sum += values[i] | |
# Update the max sum if we beat it | |
if cur_sum > max_sum: | |
max_sum = cur_sum |
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Version: | |
Unity 5.0.1f1 Personal | |
Repro: | |
- Sync to scene at https://github.com/rorydriscoll/ld32 | |
- Mark all objects under 'Geometry' game object as static | |
- Enable 'Baked GI' in the lighting panel, but not precomputed realtime GI | |
- Bake |
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As a post-build step, run type database compiler to grab the pdb and convert it to a custom type database format (just a list of types, fields and enumerators). | |
struct Type | |
{ | |
// Name of the type | |
char name[TypeDatabaseBlueprint::Type::kMaxName]; | |
// Unique id for this type | |
Hash id; |
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