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wine
wine-winehq
Commits
6de5bdb0
Commit
6de5bdb0
authored
Jul 24, 2008
by
Philip Nilsson
Committed by
Alexandre Julliard
Jul 25, 2008
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Plain Diff
d3dx9: Use UINT instead of unsigned int where appropriate.
parent
d36df763
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1 changed file
with
9 additions
and
9 deletions
+9
-9
math.c
dlls/d3dx9_36/math.c
+9
-9
No files found.
dlls/d3dx9_36/math.c
View file @
6de5bdb0
...
...
@@ -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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