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