Code cleanup: avoid int/uint mixup in cycles
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@@ -288,8 +288,11 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
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/* pack in texture */
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int offset = i*OBJECT_SIZE;
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/* OBJECT_TRANSFORM */
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memcpy(&objects[offset], &tfm, sizeof(float4)*3);
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/* OBJECT_INVERSE_TRANSFORM */
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memcpy(&objects[offset+4], &itfm, sizeof(float4)*3);
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/* OBJECT_PROPERTIES */
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objects[offset+8] = make_float4(surface_area, pass_id, random_number, __int_as_float(particle_index));
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if(need_motion == Scene::MOTION_PASS) {
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