Commit 6de5bdb0 authored by Philip Nilsson's avatar Philip Nilsson Committed by Alexandre Julliard

d3dx9: Use UINT instead of unsigned int where appropriate.

parent d36df763
......@@ -53,7 +53,7 @@ D3DXVECTOR4* WINAPI D3DXVec2TransformArray(
D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
unsigned int i;
UINT i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec2Transform(
......@@ -71,7 +71,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(
D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
unsigned int i;
UINT i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec2TransformCoord(
......@@ -89,7 +89,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(
D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride,
CONST D3DXMATRIX *matrix, UINT elements)
{
unsigned int i;
UINT i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec2TransformNormal(
......@@ -110,7 +110,7 @@ D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(
CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection,
CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
{
unsigned int i;
UINT i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec3Project(
......@@ -128,7 +128,7 @@ D3DXVECTOR4* WINAPI D3DXVec3TransformArray(
D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
unsigned int i;
UINT i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec3Transform(
......@@ -146,7 +146,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(
D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
unsigned int i;
UINT i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec3TransformCoord(
......@@ -164,7 +164,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(
D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
unsigned int i;
UINT i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec3TransformNormal(
......@@ -183,7 +183,7 @@ D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(
CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection,
CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
{
unsigned int i;
UINT i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec3Unproject(
......@@ -201,7 +201,7 @@ D3DXVECTOR4* WINAPI D3DXVec4TransformArray(
D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR4* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
unsigned int i;
UINT i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec4Transform(
......
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