wined3d: Drop a few unnecessary &x[0].
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7f618695c6
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2f804307bd
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@ -1220,7 +1220,7 @@ void state_fogcolor(struct wined3d_context *context, const struct wined3d_state
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float col[4];
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float col[4];
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D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_FOGCOLOR], col);
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D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_FOGCOLOR], col);
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gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &col[0]);
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gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, col);
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checkGLcall("glFog GL_FOG_COLOR");
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checkGLcall("glFog GL_FOG_COLOR");
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}
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}
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@ -4867,11 +4867,10 @@ void light(struct wined3d_context *context, const struct wined3d_state *state, D
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{
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{
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case WINED3D_LIGHT_POINT:
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case WINED3D_LIGHT_POINT:
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/* Position */
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/* Position */
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gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
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gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, lightInfo->lightPosn);
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checkGLcall("glLightfv");
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checkGLcall("glLightfv");
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gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
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gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
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checkGLcall("glLightf");
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checkGLcall("glLightf");
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/* Attenuation - Are these right? guessing... */
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gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
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gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
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lightInfo->OriginalParms.attenuation0);
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lightInfo->OriginalParms.attenuation0);
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checkGLcall("glLightf");
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checkGLcall("glLightf");
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@ -4887,16 +4886,15 @@ void light(struct wined3d_context *context, const struct wined3d_state *state, D
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case WINED3D_LIGHT_SPOT:
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case WINED3D_LIGHT_SPOT:
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/* Position */
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/* Position */
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gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
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gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, lightInfo->lightPosn);
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checkGLcall("glLightfv");
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checkGLcall("glLightfv");
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/* Direction */
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/* Direction */
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gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
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gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, lightInfo->lightDirn);
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checkGLcall("glLightfv");
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checkGLcall("glLightfv");
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gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
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gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
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checkGLcall("glLightf");
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checkGLcall("glLightf");
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gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
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gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
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checkGLcall("glLightf");
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checkGLcall("glLightf");
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/* Attenuation - Are these right? guessing... */
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gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
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gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
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lightInfo->OriginalParms.attenuation0);
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lightInfo->OriginalParms.attenuation0);
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checkGLcall("glLightf");
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checkGLcall("glLightf");
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@ -4913,7 +4911,7 @@ void light(struct wined3d_context *context, const struct wined3d_state *state, D
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case WINED3D_LIGHT_DIRECTIONAL:
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case WINED3D_LIGHT_DIRECTIONAL:
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/* Direction */
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/* Direction */
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/* Note GL uses w position of 0 for direction! */
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/* Note GL uses w position of 0 for direction! */
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gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
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gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, lightInfo->lightPosn);
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checkGLcall("glLightfv");
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checkGLcall("glLightfv");
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gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
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gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
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checkGLcall("glLightf");
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checkGLcall("glLightf");
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