d3drm: Pass texture of mesh builder to newly created mesh.

This commit is contained in:
Christian Costa 2012-06-05 22:45:18 +02:00 committed by Alexandre Julliard
parent db6b10e22d
commit 8080528fc4
1 changed files with 27 additions and 5 deletions

View File

@ -77,6 +77,7 @@ typedef struct {
Coords2d* pCoords2d;
D3DCOLOR color;
IDirect3DRMMaterial2* material;
IDirect3DRMTexture3* texture;
} IDirect3DRMMeshBuilderImpl;
char templates[] = {
@ -633,13 +634,20 @@ static HRESULT WINAPI IDirect3DRMMeshBuilder2Impl_SetColor(IDirect3DRMMeshBuilde
}
static HRESULT WINAPI IDirect3DRMMeshBuilder2Impl_SetTexture(IDirect3DRMMeshBuilder2* iface,
LPDIRECT3DRMTEXTURE pTexture)
LPDIRECT3DRMTEXTURE texture)
{
IDirect3DRMMeshBuilderImpl *This = impl_from_IDirect3DRMMeshBuilder2(iface);
LPDIRECT3DRMTEXTURE3 texture3 = NULL;
HRESULT hr = D3DRM_OK;
FIXME("(%p)->(%p): stub\n", This, pTexture);
if (texture)
hr = IDirect3DRMTexture_QueryInterface(texture, &IID_IDirect3DRMTexture3, (LPVOID*)&texture3);
if (SUCCEEDED(hr))
hr = IDirect3DRMMeshBuilder3_SetTexture(&This->IDirect3DRMMeshBuilder3_iface, texture3);
if (texture3)
IDirect3DRMTexture3_Release(texture3);
return E_NOTIMPL;
return hr;
}
static HRESULT WINAPI IDirect3DRMMeshBuilder2Impl_SetMaterial(IDirect3DRMMeshBuilder2* iface,
@ -1732,9 +1740,15 @@ static HRESULT WINAPI IDirect3DRMMeshBuilder3Impl_SetTexture(IDirect3DRMMeshBuil
{
IDirect3DRMMeshBuilderImpl *This = impl_from_IDirect3DRMMeshBuilder3(iface);
FIXME("(%p)->(%p): stub\n", This, texture);
TRACE("(%p)->(%p)\n", This, texture);
return E_NOTIMPL;
if (texture)
IDirect3DRMTexture3_AddRef(texture);
if (This->texture)
IDirect3DRMTexture3_Release(This->texture);
This->texture = texture;
return D3DRM_OK;
}
static HRESULT WINAPI IDirect3DRMMeshBuilder3Impl_SetMaterial(IDirect3DRMMeshBuilder3* iface,
@ -2025,6 +2039,14 @@ static HRESULT WINAPI IDirect3DRMMeshBuilder3Impl_CreateMesh(IDirect3DRMMeshBuil
hr = IDirect3DRMMesh_SetGroupColor(*mesh, 0, This->color);
if (SUCCEEDED(hr))
hr = IDirect3DRMMesh_SetGroupMaterial(*mesh, 0, (LPDIRECT3DRMMATERIAL)This->material);
if (SUCCEEDED(hr) && This->texture)
{
LPDIRECT3DRMTEXTURE texture;
IDirect3DRMTexture3_QueryInterface(This->texture, &IID_IDirect3DRMTexture, (LPVOID*)&texture);
hr = IDirect3DRMMesh_SetGroupTexture(*mesh, 0, texture);
IDirect3DRMTexture_Release(texture);
}
if (FAILED(hr))
IDirect3DRMMesh_Release(*mesh);
}