[2/5] d3dx9: Generate effect instances from materials for mesh loading.

Dan Kegel dank at kegel.com
Wed May 25 09:31:06 CDT 2011


+    static const char diffuse_paramname[] = "Diffuse";
+    static const char power_paramname[] = "Power";
+    static const char specular_paramname[] = "Specular";
+    static const char emissive_paramname[] = "Emissive";
+    static const char ambient_paramname[] = "Ambient";
+    static const DWORD basic_paramname_sizes = sizeof(diffuse_paramname) +
+                                               sizeof(power_paramname) +
+                                               sizeof(specular_paramname) +
+                                               sizeof(emissive_paramname) +
+                                               sizeof(ambient_paramname);
...

It might be more readable to define material_effects[] up next
to where those paramnames are defined, since it kind of
clutters the loop, and it's nicer to keep the whole table definition
together.  (Also, at least
conceptually, basic_paramname_sizes could be computed by a loop
over the table.  Then you wouldn't need those five _paramname variables,
you could just use string constants.  But if the strlen's would be
expensive, I guess that's ok.)

A comment or two about the layout of the output buffer might
be nice.

Can materials and material_ptr be const pointers?
- Dan



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