Fix floating point precision loss in renderer [part 2]
Fix floatTime using float precision instead of double using GCC. Fix R_BindAnimatedImage to be in sync with function table. Fix vertexDeform bulge, vertexDeform normals, noise wave function at high level time. Revert unnecessary float -> double conversions.
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@@ -400,7 +400,7 @@ void RE_BeginScene(const refdef_t *fd)
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// derived info
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tr.refdef.floatTime = tr.refdef.time * 0.001f;
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tr.refdef.floatTime = tr.refdef.time * 0.001;
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tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
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tr.refdef.drawSurfs = backEndData->drawSurfs;
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