wined3d: Remove some redundant code in IWineD3DVertexBufferImpl_FindDecl().
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@ -172,7 +172,6 @@ inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *T
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return FALSE;
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}
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memset(&strided, 0, sizeof(strided));
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/* There are certain vertex data types that need to be fixed up. The Vertex Buffers FVF doesn't
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* help finding them, only the vertex declaration or the device FVF can determine that at drawPrim
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* time. Rules are as follows:
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@ -211,12 +210,6 @@ inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *T
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if(strided.u.s.position2.VBO != This->vbo) memset(&strided.u.s.position2, 0, sizeof(strided.u.s.position2));
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}
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/* Filter out data that does not come from this VBO */
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if(strided.u.s.position.VBO != This->vbo) memset(&strided.u.s.position, 0, sizeof(strided.u.s.position));
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if(strided.u.s.diffuse.VBO != This->vbo) memset(&strided.u.s.diffuse, 0, sizeof(strided.u.s.diffuse));
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if(strided.u.s.specular.VBO != This->vbo) memset(&strided.u.s.specular, 0, sizeof(strided.u.s.specular));
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if(strided.u.s.position2.VBO != This->vbo) memset(&strided.u.s.position2, 0, sizeof(strided.u.s.position2));
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/* We have a declaration now in the buffer */
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This->Flags |= VBFLAG_HASDESC;
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