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wine
wine-winehq
Commits
d608de93
Commit
d608de93
authored
Nov 28, 2012
by
Henri Verbeet
Committed by
Alexandre Julliard
Nov 29, 2012
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d3dx9: Avoid LPD3DXBASEMESH.
parent
d480f9e1
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1 changed file
with
6 additions
and
3 deletions
+6
-3
d3dx9mesh.h
include/d3dx9mesh.h
+6
-3
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include/d3dx9mesh.h
View file @
d608de93
...
...
@@ -782,7 +782,7 @@ HRESULT WINAPI D3DXComputeIMTFromSignal(ID3DXMesh *mesh, DWORD texture_idx, UINT
LPD3DXUVATLASCB
status_cb
,
void
*
status_ctx
,
ID3DXBuffer
**
buffer
);
HRESULT
WINAPI
D3DXComputeIMTFromTexture
(
struct
ID3DXMesh
*
mesh
,
struct
IDirect3DTexture9
*
texture
,
DWORD
texture_idx
,
DWORD
options
,
LPD3DXUVATLASCB
cb
,
void
*
ctx
,
struct
ID3DXBuffer
**
out
);
HRESULT
WINAPI
D3DXComputeNormals
(
LPD3DXBASEMESH
,
CONST
DWORD
*
);
HRESULT
WINAPI
D3DXComputeNormals
(
ID3DXBaseMesh
*
mesh
,
const
DWORD
*
adjacency
);
HRESULT
WINAPI
D3DXComputeTangentFrameEx
(
ID3DXMesh
*
mesh_in
,
DWORD
texture_in_semantic
,
DWORD
texture_in_idx
,
DWORD
u_partial_out_semantic
,
DWORD
u_partial_out_idx
,
DWORD
v_partial_out_semantic
,
DWORD
v_partial_out_idx
,
DWORD
normal_out_semantic
,
DWORD
normal_out_idx
,
DWORD
flags
,
...
...
@@ -801,8 +801,11 @@ HRESULT WINAPI D3DXGenerateOutputDecl(D3DVERTEXELEMENT9 *, CONST D3DVERTEXELEMEN
HRESULT
WINAPI
D3DXGeneratePMesh
(
ID3DXMesh
*
mesh
,
const
DWORD
*
adjacency
,
const
D3DXATTRIBUTEWEIGHTS
*
attribute_weights
,
const
float
*
vertex_weights
,
DWORD
min_value
,
DWORD
flags
,
ID3DXPMesh
**
pmesh
);
HRESULT
WINAPI
D3DXIntersect
(
LPD3DXBASEMESH
,
CONST
D3DXVECTOR3
*
,
CONST
D3DXVECTOR3
*
,
BOOL
*
,
DWORD
*
,
FLOAT
*
,
FLOAT
*
,
FLOAT
*
,
LPD3DXBUFFER
*
,
DWORD
*
);
HRESULT
WINAPI
D3DXIntersectSubset
(
LPD3DXBASEMESH
,
DWORD
,
CONST
D3DXVECTOR3
*
,
CONST
D3DXVECTOR3
*
,
BOOL
*
,
DWORD
*
,
FLOAT
*
,
FLOAT
*
,
FLOAT
*
,
LPD3DXBUFFER
*
,
DWORD
*
);
HRESULT
WINAPI
D3DXIntersect
(
ID3DXBaseMesh
*
mesh
,
const
D3DXVECTOR3
*
ray_position
,
const
D3DXVECTOR3
*
ray_direction
,
BOOL
*
hit
,
DWORD
*
face_idx
,
float
*
u
,
float
*
v
,
float
*
distance
,
ID3DXBuffer
**
hits
,
DWORD
*
hit_count
);
HRESULT
WINAPI
D3DXIntersectSubset
(
ID3DXBaseMesh
*
mesh
,
DWORD
attribute_id
,
const
D3DXVECTOR3
*
ray_position
,
const
D3DXVECTOR3
*
ray_direction
,
BOOL
*
hit
,
DWORD
*
face_idx
,
float
*
u
,
float
*
v
,
float
*
distance
,
ID3DXBuffer
**
hits
,
DWORD
*
hit_count
);
BOOL
WINAPI
D3DXIntersectTri
(
CONST
D3DXVECTOR3
*
,
CONST
D3DXVECTOR3
*
,
CONST
D3DXVECTOR3
*
,
CONST
D3DXVECTOR3
*
,
CONST
D3DXVECTOR3
*
,
FLOAT
*
,
FLOAT
*
,
FLOAT
*
);
HRESULT
WINAPI
D3DXOptimizeFaces
(
LPCVOID
,
UINT
,
UINT
,
BOOL
,
DWORD
*
);
HRESULT
WINAPI
D3DXOptimizeVertices
(
LPCVOID
,
UINT
,
UINT
,
BOOL
,
DWORD
*
);
...
...
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