From b22ca33a856cfb65a24251c0e7324cdfcbafac70 Mon Sep 17 00:00:00 2001 From: "H. Verbeet" Date: Mon, 12 Mar 2007 23:21:49 +0100 Subject: [PATCH] wined3d: 11 space indent is ugly. --- dlls/wined3d/drawprim.c | 36 ++++++++++++++++++------------------ 1 file changed, 18 insertions(+), 18 deletions(-) diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c index c34c642ad9d..14fb3e03586 100644 --- a/dlls/wined3d/drawprim.c +++ b/dlls/wined3d/drawprim.c @@ -207,25 +207,25 @@ void primitiveDeclarationConvertToStridedData( stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx); if (stride_used) { - TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, " - "stream=%u, offset=%u, stride=%u, VBO=%u]\n", - useVertexShaderFunction? "shader": "fixed function", idx, - debug_d3ddeclusage(element->Usage), element->UsageIndex, - element->Stream, element->Offset, stride, streamVBO); + TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, " + "stream=%u, offset=%u, stride=%u, VBO=%u]\n", + useVertexShaderFunction? "shader": "fixed function", idx, + debug_d3ddeclusage(element->Usage), element->UsageIndex, + element->Stream, element->Offset, stride, streamVBO); - strided->u.input[idx].lpData = data; - strided->u.input[idx].dwType = element->Type; - strided->u.input[idx].dwStride = stride; - strided->u.input[idx].VBO = streamVBO; - strided->u.input[idx].streamNo = element->Stream; - if (!useVertexShaderFunction) { - if (element->Usage == WINED3DDECLUSAGE_POSITION) - strided->u.s.position_transformed = FALSE; - else if (element->Usage == WINED3DDECLUSAGE_POSITIONT) - strided->u.s.position_transformed = TRUE; - } + strided->u.input[idx].lpData = data; + strided->u.input[idx].dwType = element->Type; + strided->u.input[idx].dwStride = stride; + strided->u.input[idx].VBO = streamVBO; + strided->u.input[idx].streamNo = element->Stream; + if (!useVertexShaderFunction) { + if (element->Usage == WINED3DDECLUSAGE_POSITION) + strided->u.s.position_transformed = FALSE; + else if (element->Usage == WINED3DDECLUSAGE_POSITIONT) + strided->u.s.position_transformed = TRUE; + } } - }; + } /* Now call PreLoad on all the vertex buffers. In the very rare case * that the buffers stopps converting PreLoad will dirtify the VDECL again. * The vertex buffer can now use the strided structure in the device instead of finding its @@ -235,7 +235,7 @@ void primitiveDeclarationConvertToStridedData( * once in there. */ for(i=0; i < numPreloadStreams; i++) { - IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[preLoadStreams[i]]); + IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[preLoadStreams[i]]); } }