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wine
wine-winehq
Commits
2f804307
Commit
2f804307
authored
Feb 27, 2015
by
Matteo Bruni
Committed by
Alexandre Julliard
Mar 02, 2015
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Plain Diff
wined3d: Drop a few unnecessary &x[0].
parent
7f618695
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1 changed file
with
5 additions
and
7 deletions
+5
-7
state.c
dlls/wined3d/state.c
+5
-7
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dlls/wined3d/state.c
View file @
2f804307
...
...
@@ -1220,7 +1220,7 @@ void state_fogcolor(struct wined3d_context *context, const struct wined3d_state
float
col
[
4
];
D3DCOLORTOGLFLOAT4
(
state
->
render_states
[
WINED3D_RS_FOGCOLOR
],
col
);
gl_info
->
gl_ops
.
gl
.
p_glFogfv
(
GL_FOG_COLOR
,
&
col
[
0
]
);
gl_info
->
gl_ops
.
gl
.
p_glFogfv
(
GL_FOG_COLOR
,
col
);
checkGLcall
(
"glFog GL_FOG_COLOR"
);
}
...
...
@@ -4867,11 +4867,10 @@ void light(struct wined3d_context *context, const struct wined3d_state *state, D
{
case
WINED3D_LIGHT_POINT
:
/* Position */
gl_info
->
gl_ops
.
gl
.
p_glLightfv
(
GL_LIGHT0
+
Index
,
GL_POSITION
,
&
lightInfo
->
lightPosn
[
0
]
);
gl_info
->
gl_ops
.
gl
.
p_glLightfv
(
GL_LIGHT0
+
Index
,
GL_POSITION
,
lightInfo
->
lightPosn
);
checkGLcall
(
"glLightfv"
);
gl_info
->
gl_ops
.
gl
.
p_glLightf
(
GL_LIGHT0
+
Index
,
GL_SPOT_CUTOFF
,
lightInfo
->
cutoff
);
checkGLcall
(
"glLightf"
);
/* Attenuation - Are these right? guessing... */
gl_info
->
gl_ops
.
gl
.
p_glLightf
(
GL_LIGHT0
+
Index
,
GL_CONSTANT_ATTENUATION
,
lightInfo
->
OriginalParms
.
attenuation0
);
checkGLcall
(
"glLightf"
);
...
...
@@ -4887,16 +4886,15 @@ void light(struct wined3d_context *context, const struct wined3d_state *state, D
case
WINED3D_LIGHT_SPOT
:
/* Position */
gl_info
->
gl_ops
.
gl
.
p_glLightfv
(
GL_LIGHT0
+
Index
,
GL_POSITION
,
&
lightInfo
->
lightPosn
[
0
]
);
gl_info
->
gl_ops
.
gl
.
p_glLightfv
(
GL_LIGHT0
+
Index
,
GL_POSITION
,
lightInfo
->
lightPosn
);
checkGLcall
(
"glLightfv"
);
/* Direction */
gl_info
->
gl_ops
.
gl
.
p_glLightfv
(
GL_LIGHT0
+
Index
,
GL_SPOT_DIRECTION
,
&
lightInfo
->
lightDirn
[
0
]
);
gl_info
->
gl_ops
.
gl
.
p_glLightfv
(
GL_LIGHT0
+
Index
,
GL_SPOT_DIRECTION
,
lightInfo
->
lightDirn
);
checkGLcall
(
"glLightfv"
);
gl_info
->
gl_ops
.
gl
.
p_glLightf
(
GL_LIGHT0
+
Index
,
GL_SPOT_EXPONENT
,
lightInfo
->
exponent
);
checkGLcall
(
"glLightf"
);
gl_info
->
gl_ops
.
gl
.
p_glLightf
(
GL_LIGHT0
+
Index
,
GL_SPOT_CUTOFF
,
lightInfo
->
cutoff
);
checkGLcall
(
"glLightf"
);
/* Attenuation - Are these right? guessing... */
gl_info
->
gl_ops
.
gl
.
p_glLightf
(
GL_LIGHT0
+
Index
,
GL_CONSTANT_ATTENUATION
,
lightInfo
->
OriginalParms
.
attenuation0
);
checkGLcall
(
"glLightf"
);
...
...
@@ -4913,7 +4911,7 @@ void light(struct wined3d_context *context, const struct wined3d_state *state, D
case
WINED3D_LIGHT_DIRECTIONAL
:
/* Direction */
/* Note GL uses w position of 0 for direction! */
gl_info
->
gl_ops
.
gl
.
p_glLightfv
(
GL_LIGHT0
+
Index
,
GL_POSITION
,
&
lightInfo
->
lightPosn
[
0
]
);
gl_info
->
gl_ops
.
gl
.
p_glLightfv
(
GL_LIGHT0
+
Index
,
GL_POSITION
,
lightInfo
->
lightPosn
);
checkGLcall
(
"glLightfv"
);
gl_info
->
gl_ops
.
gl
.
p_glLightf
(
GL_LIGHT0
+
Index
,
GL_SPOT_CUTOFF
,
lightInfo
->
cutoff
);
checkGLcall
(
"glLightf"
);
...
...
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