diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index 13df5218d40..f755679a261 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -143,38 +143,38 @@ static void lighting_test(IDirect3DDevice8 *device) DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL; DWORD color; - float mat[16] = { 1.0, 0.0, 0.0, 0.0, - 0.0, 1.0, 0.0, 0.0, - 0.0, 0.0, 1.0, 0.0, - 0.0, 0.0, 0.0, 1.0 }; + float mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; struct vertex unlitquad[] = { - {-1.0, -1.0, 0.1, 0xffff0000}, - {-1.0, 0.0, 0.1, 0xffff0000}, - { 0.0, 0.0, 0.1, 0xffff0000}, - { 0.0, -1.0, 0.1, 0xffff0000}, + {-1.0f, -1.0f, 0.1f, 0xffff0000}, + {-1.0f, 0.0f, 0.1f, 0xffff0000}, + { 0.0f, 0.0f, 0.1f, 0xffff0000}, + { 0.0f, -1.0f, 0.1f, 0xffff0000}, }; struct vertex litquad[] = { - {-1.0, 0.0, 0.1, 0xff00ff00}, - {-1.0, 1.0, 0.1, 0xff00ff00}, - { 0.0, 1.0, 0.1, 0xff00ff00}, - { 0.0, 0.0, 0.1, 0xff00ff00}, + {-1.0f, 0.0f, 0.1f, 0xff00ff00}, + {-1.0f, 1.0f, 0.1f, 0xff00ff00}, + { 0.0f, 1.0f, 0.1f, 0xff00ff00}, + { 0.0f, 0.0f, 0.1f, 0xff00ff00}, }; struct nvertex unlitnquad[] = { - { 0.0, -1.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff}, - { 0.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff}, - { 1.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff}, - { 1.0, -1.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff}, + { 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, + { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, + { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, + { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, }; struct nvertex litnquad[] = { - { 0.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00}, - { 0.0, 1.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00}, - { 1.0, 1.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00}, - { 1.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00}, + { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, + { 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, + { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, + { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, }; WORD Indices[] = {0, 1, 2, 2, 3, 0}; @@ -327,32 +327,32 @@ static void fog_test(IDirect3DDevice8 *device) /* Gets full z based fog with linear fog, no fog with specular color */ struct sVertex unstransformed_1[] = { - {-1, -1, 0.1, 0xFFFF0000, 0xFF000000 }, - {-1, 0, 0.1, 0xFFFF0000, 0xFF000000 }, - { 0, 0, 0.1, 0xFFFF0000, 0xFF000000 }, - { 0, -1, 0.1, 0xFFFF0000, 0xFF000000 }, + {-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 }, + {-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 }, + { 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 }, + { 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 }, }; /* Ok, I am too lazy to deal with transform matrices */ struct sVertex unstransformed_2[] = { - {-1, 0, 1.0, 0xFFFF0000, 0xFF000000 }, - {-1, 1, 1.0, 0xFFFF0000, 0xFF000000 }, - { 0, 1, 1.0, 0xFFFF0000, 0xFF000000 }, - { 0, 0, 1.0, 0xFFFF0000, 0xFF000000 }, + {-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 }, + {-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 }, + { 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 }, + { 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 }, }; /* Untransformed ones. Give them a different diffuse color to make the test look * nicer. It also makes making sure that they are drawn correctly easier. */ struct sVertexT transformed_1[] = { - {320, 0, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, - {640, 0, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, - {640, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, - {320, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, + {320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, + {640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, + {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, + {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, }; struct sVertexT transformed_2[] = { - {320, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, - {640, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, - {640, 480, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, - {320, 480, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, + {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, + {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, + {640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, + {320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, }; WORD Indices[] = {0, 1, 2, 2, 3, 0};