wined3d: Add D3DFILLMODE to the WINED3D namespace.
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@ -3431,10 +3431,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
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switch (State) {
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case WINED3DRS_FILLMODE :
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switch ((D3DFILLMODE) Value) {
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case D3DFILL_POINT : glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); break;
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case D3DFILL_WIREFRAME : glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); break;
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case D3DFILL_SOLID : glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break;
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switch ((WINED3DFILLMODE) Value) {
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case WINED3DFILL_POINT : glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); break;
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case WINED3DFILL_WIREFRAME : glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); break;
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case WINED3DFILL_SOLID : glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break;
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default:
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FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
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}
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@ -843,7 +843,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
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} else {
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IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
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}
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IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, D3DFILL_SOLID);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
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lp.lp.wRepeatFactor = 0;
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lp.lp.wLinePattern = 0;
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@ -505,6 +505,14 @@ typedef enum _WINED3DSHADEMODE {
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WINED3DSHADE_FORCE_DWORD = 0x7fffffff
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} WINED3DSHADEMODE;
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typedef enum _WINED3DFILLMODE {
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WINED3DFILL_POINT = 1,
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WINED3DFILL_WIREFRAME = 2,
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WINED3DFILL_SOLID = 3,
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WINED3DFILL_FORCE_DWORD = 0x7fffffff
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} WINED3DFILLMODE;
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typedef enum _WINED3DCULL {
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WINED3DCULL_NONE = 1,
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WINED3DCULL_CW = 2,
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