Commit ce60e4ec authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

ddraw/tests: Get rid of struct sVertexT.

parent ee5e469f
...@@ -446,12 +446,6 @@ static void clear_test(IDirect3DDevice7 *device) ...@@ -446,12 +446,6 @@ static void clear_test(IDirect3DDevice7 *device)
ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color); ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
} }
struct sVertexT {
float x, y, z, rhw;
DWORD diffuse;
DWORD specular;
};
static void fog_test(IDirect3DDevice7 *device) static void fog_test(IDirect3DDevice7 *device)
{ {
HRESULT hr; HRESULT hr;
...@@ -495,20 +489,28 @@ static void fog_test(IDirect3DDevice7 *device) ...@@ -495,20 +489,28 @@ static void fog_test(IDirect3DDevice7 *device)
{{ 0.0f, 1.0f, 1.5f}, 0xffff0000, 0xff000000}, {{ 0.0f, 1.0f, 1.5f}, 0xffff0000, 0xff000000},
{{ 0.0f, 0.0f, 1.5f}, 0xffff0000, 0xff000000}, {{ 0.0f, 0.0f, 1.5f}, 0xffff0000, 0xff000000},
}; };
/* Untransformed ones. Give them a different diffuse color to make the test look /* Untransformed ones. Give them a different diffuse color to make the
* nicer. It also makes making sure that they are drawn correctly easier. * test look nicer. It also makes making sure that they are drawn
*/ * correctly easier. */
struct sVertexT transformed_1[] = { struct
{320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {
{640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, struct vec4 position;
{640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, DWORD diffuse;
{320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, DWORD specular;
}; }
struct sVertexT transformed_2[] = { transformed_1[] =
{320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {
{640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {{320.0f, 0.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
{640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {{640.0f, 0.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
{320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {{640.0f, 240.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
{{320.0f, 240.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
},
transformed_2[] =
{
{{320.0f, 240.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
{{640.0f, 240.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
{{640.0f, 480.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
{{320.0f, 480.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
}; };
WORD Indices[] = {0, 1, 2, 2, 3, 0}; WORD Indices[] = {0, 1, 2, 2, 3, 0};
D3DMATRIX ident_mat = D3DMATRIX ident_mat =
......
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