- various warning and bug fixes
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1d3e501e73
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b0485d5b2d
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@ -52,6 +52,8 @@ static void activate(LPDIRECT3DMATERIAL2 this) {
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TRACE(ddraw, "Size : %ld\n", this->mat.dwSize);
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TRACE(ddraw, "Size : %ld\n", this->mat.dwSize);
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TRACE(ddraw, "Power : %f\n", this->mat.e.power);
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TRACE(ddraw, "Power : %f\n", this->mat.e.power);
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TRACE(ddraw, "Texture handle : %p\n", this->mat.hTexture);
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return ;
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return ;
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}
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}
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@ -147,6 +147,18 @@ static HRESULT WINAPI IDirect3DViewport2_SetViewport(LPDIRECT3DVIEWPORT2 this,
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this->use_vp2 = 0;
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this->use_vp2 = 0;
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this->viewport.vp1 = *lpvp;
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this->viewport.vp1 = *lpvp;
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TRACE(ddraw, "dwSize = %ld dwX = %ld dwY = %ld\n",
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lpvp->dwSize, lpvp->dwX, lpvp->dwY);
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TRACE(ddraw, "dwWidth = %ld dwHeight = %ld\n",
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lpvp->dwWidth, lpvp->dwHeight);
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TRACE(ddraw, "dvScaleX = %f dvScaleY = %f\n",
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lpvp->dvScaleX, lpvp->dvScaleY);
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TRACE(ddraw, "dvMaxX = %f dvMaxY = %f\n",
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lpvp->dvMaxX, lpvp->dvMaxY);
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TRACE(ddraw, "dvMinZ = %f dvMaxZ = %f\n",
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lpvp->dvMinZ, lpvp->dvMaxZ);
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return DD_OK;
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return DD_OK;
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}
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}
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@ -174,7 +186,7 @@ static HRESULT WINAPI IDirect3DViewport2_LightElements(LPDIRECT3DVIEWPORT2 this,
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static HRESULT WINAPI IDirect3DViewport2_SetBackground(LPDIRECT3DVIEWPORT2 this,
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static HRESULT WINAPI IDirect3DViewport2_SetBackground(LPDIRECT3DVIEWPORT2 this,
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D3DMATERIALHANDLE hMat)
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D3DMATERIALHANDLE hMat)
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{
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{
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FIXME(ddraw, "(%p)->(%08x): stub\n", this, hMat);
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FIXME(ddraw, "(%p)->(%08lx): stub\n", this, (DWORD) hMat);
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return DD_OK;
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return DD_OK;
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}
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}
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@ -220,13 +232,13 @@ static HRESULT WINAPI IDirect3DViewport2_Clear(LPDIRECT3DVIEWPORT2 this,
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this->device.active_device2->set_context(this->device.active_device2);
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this->device.active_device2->set_context(this->device.active_device2);
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else
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else
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this->device.active_device1->set_context(this->device.active_device1);
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this->device.active_device1->set_context(this->device.active_device1);
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}
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/* Clears the screen */
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/* Clears the screen */
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glGetBooleanv(GL_DEPTH_TEST, &ztest);
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glGetBooleanv(GL_DEPTH_TEST, &ztest);
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glDepthMask(GL_TRUE); /* Enables Z writing to be sure to delete also the Z buffer */
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glDepthMask(GL_TRUE); /* Enables Z writing to be sure to delete also the Z buffer */
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDepthMask(ztest);
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glDepthMask(ztest);
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}
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return DD_OK;
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return DD_OK;
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}
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}
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