Commit 6edfd108 authored by Andrew Talbot's avatar Andrew Talbot Committed by Alexandre Julliard

ddraw: Remove unused variables.

parent c6a7fd44
...@@ -401,9 +401,7 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This, ...@@ -401,9 +401,7 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
unsigned int nb; unsigned int nb;
D3DVERTEX *src = ((LPD3DVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart; D3DVERTEX *src = ((LPD3DVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest; D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
D3DMATRIX *mat2 = &world_mat;
D3DMATRIX mat; D3DMATRIX mat;
D3DVALUE nx,ny,nz;
D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1; D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
if (TRACE_ON(d3d7)) { if (TRACE_ON(d3d7)) {
...@@ -419,18 +417,13 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This, ...@@ -419,18 +417,13 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
multiply_matrix(&mat,&proj_mat,&mat); multiply_matrix(&mat,&proj_mat,&mat);
for (nb = 0; nb < ci->dwCount; nb++) { for (nb = 0; nb < ci->dwCount; nb++) {
/* Normals transformation */
nx = (src->u4.nx * mat2->_11) + (src->u5.ny * mat2->_21) + (src->u6.nz * mat2->_31);
ny = (src->u4.nx * mat2->_12) + (src->u5.ny * mat2->_22) + (src->u6.nz * mat2->_32);
nz = (src->u4.nx * mat2->_13) + (src->u5.ny * mat2->_23) + (src->u6.nz * mat2->_33);
/* No lighting yet */ /* No lighting yet */
dst->u5.color = 0xFFFFFFFF; /* Opaque white */ dst->u5.color = 0xFFFFFFFF; /* Opaque white */
dst->u6.specular = 0xFF000000; /* No specular and no fog factor */ dst->u6.specular = 0xFF000000; /* No specular and no fog factor */
dst->u7.tu = src->u7.tu; dst->u7.tu = src->u7.tu;
dst->u8.tv = src->u8.tv; dst->u8.tv = src->u8.tv;
/* Now, the matrix multiplication */ /* Now, the matrix multiplication */
dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41); dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42); dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
......
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