void INormal <Quaternion> .Write(BitWriter w, Quaternion v) { w.Normal <float>(v.x); w.Normal <float>(v.y); w.Normal <float>(v.z); w.Normal <float>(v.w); }
void INormal <Color> .Write(BitWriter w, Color v) { w.Normal <float>(v.r); w.Normal <float>(v.g); w.Normal <float>(v.b); w.Normal <float>(v.a); }
void INormal <Ray> .Write(BitWriter w, Ray v) { w.Normal <Vector3>(v.origin); w.Normal <Vector3>(v.direction); }
void INormal <Vector4> .Write(BitWriter w, Vector4 v) { w.Normal <float>(v.x); w.Normal <float>(v.y); w.Normal <float>(v.z); w.Normal <float>(v.w); }
void INormal <Vector2> .Write(BitWriter w, Vector2 v) { w.Normal <float>(v.x); w.Normal <float>(v.y); }
void INormal <Color32> .Write(BitWriter w, Color32 v) { w.Normal <UInt32>(s_convert.ConvertToUInt32(v)); }
void INormal <double> .Write(BitWriter w, double v) { w.Normal <UInt64>(s_convert.ConvertToUInt64(v)); }
void INormal <float> .Write(BitWriter w, float v) { w.Normal <UInt32>(s_convert.ConvertToUInt32(v)); }