From b0485d5b2d41ff82220ba7879b39e024b4f4301e Mon Sep 17 00:00:00 2001 From: Lionel Ulmer Date: Sat, 23 Jan 1999 12:33:16 +0000 Subject: [PATCH] - various warning and bug fixes --- graphics/d3dmaterial.c | 2 ++ graphics/d3dviewport.c | 16 ++++++++++++++-- 2 files changed, 16 insertions(+), 2 deletions(-) diff --git a/graphics/d3dmaterial.c b/graphics/d3dmaterial.c index de45b02dd5f..31eb3268be8 100644 --- a/graphics/d3dmaterial.c +++ b/graphics/d3dmaterial.c @@ -52,6 +52,8 @@ static void activate(LPDIRECT3DMATERIAL2 this) { TRACE(ddraw, "Size : %ld\n", this->mat.dwSize); TRACE(ddraw, "Power : %f\n", this->mat.e.power); + + TRACE(ddraw, "Texture handle : %p\n", this->mat.hTexture); return ; } diff --git a/graphics/d3dviewport.c b/graphics/d3dviewport.c index c593e34b949..77f4810e2d7 100644 --- a/graphics/d3dviewport.c +++ b/graphics/d3dviewport.c @@ -147,6 +147,18 @@ static HRESULT WINAPI IDirect3DViewport2_SetViewport(LPDIRECT3DVIEWPORT2 this, this->use_vp2 = 0; this->viewport.vp1 = *lpvp; + TRACE(ddraw, "dwSize = %ld dwX = %ld dwY = %ld\n", + lpvp->dwSize, lpvp->dwX, lpvp->dwY); + TRACE(ddraw, "dwWidth = %ld dwHeight = %ld\n", + lpvp->dwWidth, lpvp->dwHeight); + TRACE(ddraw, "dvScaleX = %f dvScaleY = %f\n", + lpvp->dvScaleX, lpvp->dvScaleY); + TRACE(ddraw, "dvMaxX = %f dvMaxY = %f\n", + lpvp->dvMaxX, lpvp->dvMaxY); + TRACE(ddraw, "dvMinZ = %f dvMaxZ = %f\n", + lpvp->dvMinZ, lpvp->dvMaxZ); + + return DD_OK; } @@ -174,7 +186,7 @@ static HRESULT WINAPI IDirect3DViewport2_LightElements(LPDIRECT3DVIEWPORT2 this, static HRESULT WINAPI IDirect3DViewport2_SetBackground(LPDIRECT3DVIEWPORT2 this, D3DMATERIALHANDLE hMat) { - FIXME(ddraw, "(%p)->(%08x): stub\n", this, hMat); + FIXME(ddraw, "(%p)->(%08lx): stub\n", this, (DWORD) hMat); return DD_OK; } @@ -220,13 +232,13 @@ static HRESULT WINAPI IDirect3DViewport2_Clear(LPDIRECT3DVIEWPORT2 this, this->device.active_device2->set_context(this->device.active_device2); else this->device.active_device1->set_context(this->device.active_device1); + } /* Clears the screen */ glGetBooleanv(GL_DEPTH_TEST, &ztest); glDepthMask(GL_TRUE); /* Enables Z writing to be sure to delete also the Z buffer */ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDepthMask(ztest); - } return DD_OK; }