clean up example warnings
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@@ -33,7 +33,7 @@ V3 BackCol((real)0.4, (real)0.6, 1); // background color in horizon
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void Trace(V3* rgb, V3 &orig, V3 &dir, int depth, Sphere* disable)
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{
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// find nearest intersection
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real t1best = TOOFAR, t2best = TOOFAR;
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real t1best = TOOFAR;
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Sphere* sbest = NULL;
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real t1, t2;
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uint i;
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@@ -48,7 +48,6 @@ void Trace(V3* rgb, V3 &orig, V3 &dir, int depth, Sphere* disable)
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if (t1 < t1best)
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{
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t1best = t1;
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t2best = t2;
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sbest = &Spheres[i];
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}
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}
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@@ -87,10 +86,8 @@ void Trace(V3* rgb, V3 &orig, V3 &dir, int depth, Sphere* disable)
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}
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// if normal and ray direction are not opposited, we are inside sphere, then reverse normal
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bool inside = false;
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if (dir.Dot(norm) > 0)
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{
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inside = true;
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norm.Inv();
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}
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@@ -191,7 +188,7 @@ void Render3DFast()
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if (green > 255) green = 255;
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if (green < 0) green = 0;
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green &= 0xe0;
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blue += (k<<1) + RandS8MinMax(-3, 4);
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if (blue > 255) blue = 255;
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if (blue < 0) blue = 0;
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@@ -295,7 +292,7 @@ void Render3D(Bool useaa)
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if (green > 255) green = 255;
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if (green < 0) green = 0;
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green &= 0xe0;
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blue += (k<<1) + RandS8MinMax(-6, 10);
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if (blue > 255) blue = 255;
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if (blue < 0) blue = 0;
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