[2/7] wined3d: 11 space indent is ugly
H. Verbeet
hverbeet at gmail.com
Mon Mar 12 17:21:49 CDT 2007
Changelog:
- 11 space indent is ugly
-------------- next part --------------
---
dlls/wined3d/drawprim.c | 38 +++++++++++++++++++-------------------
1 files changed, 19 insertions(+), 19 deletions(-)
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index c34c642..14fb3e0 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);
-
- 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;
- }
+ 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;
+ }
}
- };
+ }
/* 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]]);
}
}
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