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remove redundant MxU16 cast in MosaicTransition()
mistake, but it gets optimized out anyways
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1 changed files with 1 additions and 1 deletions
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@ -326,7 +326,7 @@ void MxTransitionManager::MosaicTransition()
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for (MxS32 k = 10 * row; k < 10 * row + 10; k++) {
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for (MxS32 k = 10 * row; k < 10 * row + 10; k++) {
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if (ddsd.ddpfPixelFormat.dwRGBBitCount == 8) {
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if (ddsd.ddpfPixelFormat.dwRGBBitCount == 8) {
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// Optimization: If the pixel is only one byte, we can use memset
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// Optimization: If the pixel is only one byte, we can use memset
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MxU16* pos = (MxU16*) ((MxU8*) ddsd.lpSurface + k * ddsd.lPitch + xShift);
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MxU8* pos = ((MxU8*) ddsd.lpSurface + k * ddsd.lPitch + xShift);
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memset(pos, sample, 10);
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memset(pos, sample, 10);
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}
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}
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else {
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else {
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