d3dx9: Use UINT instead of unsigned int where appropriate.
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@ -53,7 +53,7 @@ D3DXVECTOR4* WINAPI D3DXVec2TransformArray(
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D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride,
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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unsigned int i;
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec2Transform(
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@ -71,7 +71,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(
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D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride,
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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unsigned int i;
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec2TransformCoord(
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@ -89,7 +89,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(
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D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride,
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CONST D3DXMATRIX *matrix, UINT elements)
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{
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unsigned int i;
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec2TransformNormal(
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@ -110,7 +110,7 @@ D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(
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CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection,
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CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
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{
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unsigned int i;
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec3Project(
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@ -128,7 +128,7 @@ D3DXVECTOR4* WINAPI D3DXVec3TransformArray(
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D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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unsigned int i;
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec3Transform(
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@ -146,7 +146,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(
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D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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unsigned int i;
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec3TransformCoord(
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@ -164,7 +164,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(
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D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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unsigned int i;
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec3TransformNormal(
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@ -183,7 +183,7 @@ D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(
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CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection,
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CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
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{
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unsigned int i;
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec3Unproject(
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@ -201,7 +201,7 @@ D3DXVECTOR4* WINAPI D3DXVec4TransformArray(
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D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR4* in, UINT instride,
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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unsigned int i;
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec4Transform(
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