diff --git a/dlls/ddraw/executebuffer.c b/dlls/ddraw/executebuffer.c index 09125e2657e..76f0e369f04 100644 --- a/dlls/ddraw/executebuffer.c +++ b/dlls/ddraw/executebuffer.c @@ -401,9 +401,7 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This, unsigned int nb; D3DVERTEX *src = ((LPD3DVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart; D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest; - D3DMATRIX *mat2 = &world_mat; D3DMATRIX mat; - D3DVALUE nx,ny,nz; D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1; if (TRACE_ON(d3d7)) { @@ -419,18 +417,13 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This, multiply_matrix(&mat,&proj_mat,&mat); for (nb = 0; nb < ci->dwCount; nb++) { - /* Normals transformation */ - nx = (src->u4.nx * mat2->_11) + (src->u5.ny * mat2->_21) + (src->u6.nz * mat2->_31); - ny = (src->u4.nx * mat2->_12) + (src->u5.ny * mat2->_22) + (src->u6.nz * mat2->_32); - nz = (src->u4.nx * mat2->_13) + (src->u5.ny * mat2->_23) + (src->u6.nz * mat2->_33); - /* No lighting yet */ dst->u5.color = 0xFFFFFFFF; /* Opaque white */ dst->u6.specular = 0xFF000000; /* No specular and no fog factor */ - + dst->u7.tu = src->u7.tu; dst->u8.tv = src->u8.tv; - + /* Now, the matrix multiplication */ dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41); dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);