Vertices.reallocate(vertexCount+numVertices);\r
for (i=0; i<numVertices; ++i)\r
{\r
- Vertices.push_back(reinterpret_cast<const T*>(vertices)[i]);\r
- BoundingBox.addInternalPoint(reinterpret_cast<const T*>(vertices)[i].Pos);\r
+ Vertices.push_back(static_cast<const T*>(vertices)[i]);\r
+ BoundingBox.addInternalPoint(static_cast<const T*>(vertices)[i].Pos);\r
}\r
\r
Indices.reallocate(getIndexCount()+numIndices);\r
// As multiple scene nodes may be sharing the same skinned mesh, we have to\r
// re-animate it every frame to ensure that this node gets the mesh that it needs.\r
\r
- CSkinnedMesh* skinnedMesh = reinterpret_cast<CSkinnedMesh*>(Mesh);\r
+ CSkinnedMesh* skinnedMesh = static_cast<CSkinnedMesh*>(Mesh);\r
\r
if (JointMode == EJUOR_CONTROL)//write to mesh\r
skinnedMesh->transferJointsToMesh(JointChildSceneNodes);\r
checkJoints();\r
const f32 frame = getFrameNr(); //old?\r
\r
- CSkinnedMesh* skinnedMesh=reinterpret_cast<CSkinnedMesh*>(Mesh);\r
+ CSkinnedMesh* skinnedMesh=static_cast<CSkinnedMesh*>(Mesh);\r
\r
skinnedMesh->transferOnlyJointsHintsToMesh( JointChildSceneNodes );\r
skinnedMesh->animateMesh(frame, 1.0f);\r