wined3d: Add trailing '\n's to two shader_addline() calls.
Francois Gouget
fgouget at free.fr
Tue Nov 13 02:28:16 CST 2007
---
dlls/wined3d/vertexshader.c | 4 ++--
1 files changed, 2 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index 4e2a7c5..286565a 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -399,8 +399,8 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
* 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
* contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
*/
- shader_addline(&buffer, "ADD TMP_OUT.x, TMP_OUT.x, posFixup.z;");
- shader_addline(&buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, posFixup.w;");
+ shader_addline(&buffer, "ADD TMP_OUT.x, TMP_OUT.x, posFixup.z;\n");
+ shader_addline(&buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, posFixup.w;\n");
/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
* and the glsl equivalent
--
1.5.3.4
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