wined3d: Index buffer data is unsigned.
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@ -449,8 +449,8 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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unsigned int textureNo = 0;
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unsigned int texture_idx = 0;
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const short *pIdxBufS = NULL;
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const long *pIdxBufL = NULL;
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const WORD *pIdxBufS = NULL;
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const DWORD *pIdxBufL = NULL;
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LONG vx_index;
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float x = 0.0f, y = 0.0f, z = 0.0f; /* x,y,z coordinates */
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float rhw = 0.0f; /* rhw */
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@ -458,7 +458,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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DWORD specularColor = 0; /* Specular Color */
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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UINT *streamOffset = This->stateBlock->streamOffset;
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LONG SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
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DWORD SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
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BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
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BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
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@ -475,8 +475,8 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
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}
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if (idxSize == 2) pIdxBufS = (const short *) idxData;
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else pIdxBufL = (const long *) idxData;
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if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
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else pIdxBufL = (const DWORD *) idxData;
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}
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/* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
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