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opengl 3.3 renderer cascaded shadow maps, minor gfx renderer optimizations
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@@ -214,10 +214,10 @@ std::string to_string(double Value)
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return o.str();
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};
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std::string to_string(int Value, int precision)
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std::string to_string(int Value, int width)
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{
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std::ostringstream o;
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o << std::fixed << std::setprecision(precision);
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o.width(width);
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o << Value;
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return o.str();
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};
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@@ -230,15 +230,6 @@ std::string to_string(double Value, int precision)
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return o.str();
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};
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std::string to_string(int Value, int precision, int width)
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{
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std::ostringstream o;
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o.width(width);
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o << std::fixed << std::setprecision(precision);
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o << Value;
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return o.str();
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};
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std::string to_string(double const Value, int const Precision, int const Width)
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{
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std::ostringstream converter;
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