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Alexey Alyaev
wine
Commits
30b77444
Commit
30b77444
authored
17 years ago
by
Francois Gouget
Committed by
Alexandre Julliard
17 years ago
Browse files
Options
Downloads
Patches
Plain Diff
ddraw/tests: Fix the Visual C++ double to float conversion warnings.
parent
e6196f9a
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dlls/ddraw/tests/visual.c
+36
-36
36 additions, 36 deletions
dlls/ddraw/tests/visual.c
with
36 additions
and
36 deletions
dlls/ddraw/tests/visual.c
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36
−
36
View file @
30b77444
...
...
@@ -195,38 +195,38 @@ static void lighting_test(IDirect3DDevice7 *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
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
};
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
.
0
f
,
-
1
.
0
f
,
0
.
1
f
,
0xffff0000
},
{
-
1
.
0
f
,
0
.
0
f
,
0
.
1
f
,
0xffff0000
},
{
0
.
0
f
,
0
.
0
f
,
0
.
1
f
,
0xffff0000
},
{
0
.
0
f
,
-
1
.
0
f
,
0
.
1
f
,
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
.
0
f
,
0
.
0
f
,
0
.
1
f
,
0xff00ff00
},
{
-
1
.
0
f
,
1
.
0
f
,
0
.
1
f
,
0xff00ff00
},
{
0
.
0
f
,
1
.
0
f
,
0
.
1
f
,
0xff00ff00
},
{
0
.
0
f
,
0
.
0
f
,
0
.
1
f
,
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
.
0
f
,
-
1
.
0
f
,
0
.
1
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
0xff0000ff
},
{
0
.
0
f
,
0
.
0
f
,
0
.
1
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
0xff0000ff
},
{
1
.
0
f
,
0
.
0
f
,
0
.
1
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
0xff0000ff
},
{
1
.
0
f
,
-
1
.
0
f
,
0
.
1
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
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
.
0
f
,
0
.
0
f
,
0
.
1
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
0xffffff00
},
{
0
.
0
f
,
1
.
0
f
,
0
.
1
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
0xffffff00
},
{
1
.
0
f
,
1
.
0
f
,
0
.
1
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
0xffffff00
},
{
1
.
0
f
,
0
.
0
f
,
0
.
1
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
0xffffff00
},
};
WORD
Indices
[]
=
{
0
,
1
,
2
,
2
,
3
,
0
};
...
...
@@ -367,32 +367,32 @@ static void fog_test(IDirect3DDevice7 *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
.
1
f
,
0xFFFF0000
,
0xFF000000
},
{
-
1
,
0
,
0
.
1
f
,
0xFFFF0000
,
0xFF000000
},
{
0
,
0
,
0
.
1
f
,
0xFFFF0000
,
0xFF000000
},
{
0
,
-
1
,
0
.
1
f
,
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
.
0
f
,
0xFFFF0000
,
0xFF000000
},
{
-
1
,
1
,
1
.
0
f
,
0xFFFF0000
,
0xFF000000
},
{
0
,
1
,
1
.
0
f
,
0xFFFF0000
,
0xFF000000
},
{
0
,
0
,
1
.
0
f
,
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
.
0
f
,
1
.
0
f
,
0xFFFFFF00
,
0xFF000000
},
{
640
,
0
,
1
.
0
f
,
1
.
0
f
,
0xFFFFFF00
,
0xFF000000
},
{
640
,
240
,
1
.
0
f
,
1
.
0
f
,
0xFFFFFF00
,
0xFF000000
},
{
320
,
240
,
1
.
0
f
,
1
.
0
f
,
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
.
0
f
,
1
.
0
f
,
0xFFFFFF00
,
0xFF000000
},
{
640
,
240
,
1
.
0
f
,
1
.
0
f
,
0xFFFFFF00
,
0xFF000000
},
{
640
,
480
,
1
.
0
f
,
1
.
0
f
,
0xFFFFFF00
,
0xFF000000
},
{
320
,
480
,
1
.
0
f
,
1
.
0
f
,
0xFFFFFF00
,
0xFF000000
},
};
WORD
Indices
[]
=
{
0
,
1
,
2
,
2
,
3
,
0
};
...
...
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