wined3d: Make state_fog_vertexpart() static.
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1e53cb6483
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@ -946,7 +946,7 @@ static void state_stencilwrite(struct wined3d_context *context, const struct win
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checkGLcall("glStencilMask");
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checkGLcall("glStencilMask");
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}
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}
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void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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{
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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@ -2626,8 +2626,6 @@ void state_clipping(struct wined3d_context *context,
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const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
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const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
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void light(struct wined3d_context *context,
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void light(struct wined3d_context *context,
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const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
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const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
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void state_fog_vertexpart(struct wined3d_context *context,
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const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
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void vertexdeclaration(struct wined3d_context *context,
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void vertexdeclaration(struct wined3d_context *context,
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const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
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const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
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void clipplane(struct wined3d_context *context,
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void clipplane(struct wined3d_context *context,
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