d3d8/tests: Rename a variable.
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@ -358,14 +358,14 @@ static void fog_test(IDirect3DDevice8 *device)
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float start = 0.0, end = 1.0;
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/* Gets full z based fog with linear fog, no fog with specular color */
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struct sVertex unstransformed_1[] = {
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struct sVertex untransformed_1[] = {
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{-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
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{-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
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{ 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
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{ 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
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};
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/* Ok, I am too lazy to deal with transform matrices */
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struct sVertex unstransformed_2[] = {
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struct sVertex untransformed_2[] = {
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{-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
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{-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
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{ 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
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@ -417,8 +417,8 @@ static void fog_test(IDirect3DDevice8 *device)
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ok( hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
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/* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */
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hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
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2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_1,
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sizeof(unstransformed_1[0]));
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2 /*PrimCount */, Indices, D3DFMT_INDEX16, untransformed_1,
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sizeof(untransformed_1[0]));
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ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
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/* That makes it use the Z value */
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@ -428,8 +428,8 @@ static void fog_test(IDirect3DDevice8 *device)
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* Use the Z value as input into the equation
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*/
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hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
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2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_2,
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sizeof(unstransformed_1[0]));
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2 /*PrimCount */, Indices, D3DFMT_INDEX16, untransformed_2,
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sizeof(untransformed_2[0]));
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ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
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/* transformed verts */
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