fix Mac OSX build when using GNU++11 C++ language standard, make this the default in premake under OSX for easier testing
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@@ -94,6 +94,7 @@ solution "0BulletSolution"
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xcodebuildsettings
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xcodebuildsettings
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{
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{
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'ARCHS = "$(ARCHS_STANDARD_32_BIT) $(ARCHS_STANDARD_64_BIT)"',
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'ARCHS = "$(ARCHS_STANDARD_32_BIT) $(ARCHS_STANDARD_64_BIT)"',
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'CLANG_CXX_LANGUAGE_STANDARD = "gnu++0x"',
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'VALID_ARCHS = "x86_64 i386"',
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'VALID_ARCHS = "x86_64 i386"',
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}
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}
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end
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end
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@@ -51,7 +51,7 @@ long _maxdot_large( const float *vv, const float *vec, unsigned long count, floa
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long _maxdot_large( const float *vv, const float *vec, unsigned long count, float *dotResult )
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long _maxdot_large( const float *vv, const float *vec, unsigned long count, float *dotResult )
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{
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{
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const float4 *vertices = (const float4*) vv;
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const float4 *vertices = (const float4*) vv;
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static const unsigned char indexTable[16] = {-1, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0 };
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static const unsigned char indexTable[16] = {(unsigned char)-1, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0 };
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float4 dotMax = btAssign128( -BT_INFINITY, -BT_INFINITY, -BT_INFINITY, -BT_INFINITY );
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float4 dotMax = btAssign128( -BT_INFINITY, -BT_INFINITY, -BT_INFINITY, -BT_INFINITY );
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float4 vvec = _mm_loadu_ps( vec );
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float4 vvec = _mm_loadu_ps( vec );
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float4 vHi = btCastiTo128f(_mm_shuffle_epi32( btCastfTo128i( vvec), 0xaa )); /// zzzz
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float4 vHi = btCastiTo128f(_mm_shuffle_epi32( btCastfTo128i( vvec), 0xaa )); /// zzzz
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@@ -436,7 +436,7 @@ long _mindot_large( const float *vv, const float *vec, unsigned long count, floa
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long _mindot_large( const float *vv, const float *vec, unsigned long count, float *dotResult )
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long _mindot_large( const float *vv, const float *vec, unsigned long count, float *dotResult )
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{
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{
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const float4 *vertices = (const float4*) vv;
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const float4 *vertices = (const float4*) vv;
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static const unsigned char indexTable[16] = {-1, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0 };
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static const unsigned char indexTable[16] = {(unsigned char)-1, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0 };
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float4 dotmin = btAssign128( BT_INFINITY, BT_INFINITY, BT_INFINITY, BT_INFINITY );
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float4 dotmin = btAssign128( BT_INFINITY, BT_INFINITY, BT_INFINITY, BT_INFINITY );
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float4 vvec = _mm_loadu_ps( vec );
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float4 vvec = _mm_loadu_ps( vec );
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float4 vHi = btCastiTo128f(_mm_shuffle_epi32( btCastfTo128i( vvec), 0xaa )); /// zzzz
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float4 vHi = btCastiTo128f(_mm_shuffle_epi32( btCastfTo128i( vvec), 0xaa )); /// zzzz
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