Commit 2f804307 authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

wined3d: Drop a few unnecessary &x[0].

parent 7f618695
...@@ -1220,7 +1220,7 @@ void state_fogcolor(struct wined3d_context *context, const struct wined3d_state ...@@ -1220,7 +1220,7 @@ void state_fogcolor(struct wined3d_context *context, const struct wined3d_state
float col[4]; float col[4];
D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_FOGCOLOR], col); 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"); checkGLcall("glFog GL_FOG_COLOR");
} }
...@@ -4867,11 +4867,10 @@ void light(struct wined3d_context *context, const struct wined3d_state *state, D ...@@ -4867,11 +4867,10 @@ void light(struct wined3d_context *context, const struct wined3d_state *state, D
{ {
case WINED3D_LIGHT_POINT: case WINED3D_LIGHT_POINT:
/* Position */ /* 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"); checkGLcall("glLightfv");
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff); gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
checkGLcall("glLightf"); checkGLcall("glLightf");
/* Attenuation - Are these right? guessing... */
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
lightInfo->OriginalParms.attenuation0); lightInfo->OriginalParms.attenuation0);
checkGLcall("glLightf"); checkGLcall("glLightf");
...@@ -4887,16 +4886,15 @@ void light(struct wined3d_context *context, const struct wined3d_state *state, D ...@@ -4887,16 +4886,15 @@ void light(struct wined3d_context *context, const struct wined3d_state *state, D
case WINED3D_LIGHT_SPOT: case WINED3D_LIGHT_SPOT:
/* Position */ /* 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"); checkGLcall("glLightfv");
/* Direction */ /* 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"); checkGLcall("glLightfv");
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent); gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
checkGLcall("glLightf"); checkGLcall("glLightf");
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff); gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
checkGLcall("glLightf"); checkGLcall("glLightf");
/* Attenuation - Are these right? guessing... */
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
lightInfo->OriginalParms.attenuation0); lightInfo->OriginalParms.attenuation0);
checkGLcall("glLightf"); checkGLcall("glLightf");
...@@ -4913,7 +4911,7 @@ void light(struct wined3d_context *context, const struct wined3d_state *state, D ...@@ -4913,7 +4911,7 @@ void light(struct wined3d_context *context, const struct wined3d_state *state, D
case WINED3D_LIGHT_DIRECTIONAL: case WINED3D_LIGHT_DIRECTIONAL:
/* Direction */ /* Direction */
/* Note GL uses w position of 0 for 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"); checkGLcall("glLightfv");
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff); gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
checkGLcall("glLightf"); checkGLcall("glLightf");
......
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