wined3d: Remove some superfluous casts.

Henri Verbeet hverbeet at codeweavers.com
Fri Nov 28 08:30:11 CST 2008


---
 dlls/wined3d/directx.c |  220 ++++++++++++++++++++++++------------------------
 1 files changed, 110 insertions(+), 110 deletions(-)

diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 31d71be..99a1600 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -4042,136 +4042,136 @@ static void WINE_GLAPI warn_no_specular_func(void *data) {
 }
 
 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
-    position_funcs[WINED3DDECLTYPE_FLOAT1]      = (void *) invalid_func;
-    position_funcs[WINED3DDECLTYPE_FLOAT2]      = (void *) invalid_func;
-    position_funcs[WINED3DDECLTYPE_FLOAT3]      = (void *) glVertex3fv;
-    position_funcs[WINED3DDECLTYPE_FLOAT4]      = (void *) position_float4;
-    position_funcs[WINED3DDECLTYPE_D3DCOLOR]    = (void *) position_d3dcolor;
-    position_funcs[WINED3DDECLTYPE_UBYTE4]      = (void *) invalid_func;
-    position_funcs[WINED3DDECLTYPE_SHORT2]      = (void *) invalid_func;
-    position_funcs[WINED3DDECLTYPE_SHORT4]      = (void *) glVertex2sv;
-    position_funcs[WINED3DDECLTYPE_UBYTE4N]     = (void *) invalid_func;
-    position_funcs[WINED3DDECLTYPE_SHORT2N]     = (void *) invalid_func;
-    position_funcs[WINED3DDECLTYPE_SHORT4N]     = (void *) invalid_func;
-    position_funcs[WINED3DDECLTYPE_USHORT2N]    = (void *) invalid_func;
-    position_funcs[WINED3DDECLTYPE_USHORT4N]    = (void *) invalid_func;
-    position_funcs[WINED3DDECLTYPE_UDEC3]       = (void *) invalid_func;
-    position_funcs[WINED3DDECLTYPE_DEC3N]       = (void *) invalid_func;
-    position_funcs[WINED3DDECLTYPE_FLOAT16_2]   = (void *) invalid_func;
-    position_funcs[WINED3DDECLTYPE_FLOAT16_4]   = (void *) invalid_func;
-
-    diffuse_funcs[WINED3DDECLTYPE_FLOAT1]       = (void *) invalid_func;
-    diffuse_funcs[WINED3DDECLTYPE_FLOAT2]       = (void *) invalid_func;
-    diffuse_funcs[WINED3DDECLTYPE_FLOAT3]       = (void *) glColor3fv;
-    diffuse_funcs[WINED3DDECLTYPE_FLOAT4]       = (void *) glColor4fv;
-    diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR]     = (void *) diffuse_d3dcolor;
-    diffuse_funcs[WINED3DDECLTYPE_UBYTE4]       = (void *) invalid_func;
-    diffuse_funcs[WINED3DDECLTYPE_SHORT2]       = (void *) invalid_func;
-    diffuse_funcs[WINED3DDECLTYPE_SHORT4]       = (void *) invalid_func;
-    diffuse_funcs[WINED3DDECLTYPE_UBYTE4N]      = (void *) glColor4ubv;
-    diffuse_funcs[WINED3DDECLTYPE_SHORT2N]      = (void *) invalid_func;
-    diffuse_funcs[WINED3DDECLTYPE_SHORT4N]      = (void *) glColor4sv;
-    diffuse_funcs[WINED3DDECLTYPE_USHORT2N]     = (void *) invalid_func;
-    diffuse_funcs[WINED3DDECLTYPE_USHORT4N]     = (void *) glColor4usv;
-    diffuse_funcs[WINED3DDECLTYPE_UDEC3]        = (void *) invalid_func;
-    diffuse_funcs[WINED3DDECLTYPE_DEC3N]        = (void *) invalid_func;
-    diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2]    = (void *) invalid_func;
-    diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4]    = (void *) invalid_func;
+    position_funcs[WINED3DDECLTYPE_FLOAT1]      = invalid_func;
+    position_funcs[WINED3DDECLTYPE_FLOAT2]      = invalid_func;
+    position_funcs[WINED3DDECLTYPE_FLOAT3]      = (glAttribFunc)glVertex3fv;
+    position_funcs[WINED3DDECLTYPE_FLOAT4]      = position_float4;
+    position_funcs[WINED3DDECLTYPE_D3DCOLOR]    = position_d3dcolor;
+    position_funcs[WINED3DDECLTYPE_UBYTE4]      = invalid_func;
+    position_funcs[WINED3DDECLTYPE_SHORT2]      = invalid_func;
+    position_funcs[WINED3DDECLTYPE_SHORT4]      = (glAttribFunc)glVertex2sv;
+    position_funcs[WINED3DDECLTYPE_UBYTE4N]     = invalid_func;
+    position_funcs[WINED3DDECLTYPE_SHORT2N]     = invalid_func;
+    position_funcs[WINED3DDECLTYPE_SHORT4N]     = invalid_func;
+    position_funcs[WINED3DDECLTYPE_USHORT2N]    = invalid_func;
+    position_funcs[WINED3DDECLTYPE_USHORT4N]    = invalid_func;
+    position_funcs[WINED3DDECLTYPE_UDEC3]       = invalid_func;
+    position_funcs[WINED3DDECLTYPE_DEC3N]       = invalid_func;
+    position_funcs[WINED3DDECLTYPE_FLOAT16_2]   = invalid_func;
+    position_funcs[WINED3DDECLTYPE_FLOAT16_4]   = invalid_func;
+
+    diffuse_funcs[WINED3DDECLTYPE_FLOAT1]       = invalid_func;
+    diffuse_funcs[WINED3DDECLTYPE_FLOAT2]       = invalid_func;
+    diffuse_funcs[WINED3DDECLTYPE_FLOAT3]       = (glAttribFunc)glColor3fv;
+    diffuse_funcs[WINED3DDECLTYPE_FLOAT4]       = (glAttribFunc)glColor4fv;
+    diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR]     = diffuse_d3dcolor;
+    diffuse_funcs[WINED3DDECLTYPE_UBYTE4]       = invalid_func;
+    diffuse_funcs[WINED3DDECLTYPE_SHORT2]       = invalid_func;
+    diffuse_funcs[WINED3DDECLTYPE_SHORT4]       = invalid_func;
+    diffuse_funcs[WINED3DDECLTYPE_UBYTE4N]      = (glAttribFunc)glColor4ubv;
+    diffuse_funcs[WINED3DDECLTYPE_SHORT2N]      = invalid_func;
+    diffuse_funcs[WINED3DDECLTYPE_SHORT4N]      = (glAttribFunc)glColor4sv;
+    diffuse_funcs[WINED3DDECLTYPE_USHORT2N]     = invalid_func;
+    diffuse_funcs[WINED3DDECLTYPE_USHORT4N]     = (glAttribFunc)glColor4usv;
+    diffuse_funcs[WINED3DDECLTYPE_UDEC3]        = invalid_func;
+    diffuse_funcs[WINED3DDECLTYPE_DEC3N]        = invalid_func;
+    diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2]    = invalid_func;
+    diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4]    = invalid_func;
 
     /* No 4 component entry points here */
-    specular_funcs[WINED3DDECLTYPE_FLOAT1]      = (void *) invalid_func;
-    specular_funcs[WINED3DDECLTYPE_FLOAT2]      = (void *) invalid_func;
+    specular_funcs[WINED3DDECLTYPE_FLOAT1]      = invalid_func;
+    specular_funcs[WINED3DDECLTYPE_FLOAT2]      = invalid_func;
     if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
-        specular_funcs[WINED3DDECLTYPE_FLOAT3]      = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
+        specular_funcs[WINED3DDECLTYPE_FLOAT3]      = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
     } else {
-        specular_funcs[WINED3DDECLTYPE_FLOAT3]      = (void *) warn_no_specular_func;
+        specular_funcs[WINED3DDECLTYPE_FLOAT3]      = warn_no_specular_func;
     }
-    specular_funcs[WINED3DDECLTYPE_FLOAT4]      = (void *) invalid_func;
+    specular_funcs[WINED3DDECLTYPE_FLOAT4]      = invalid_func;
     if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
-        specular_funcs[WINED3DDECLTYPE_D3DCOLOR]    = (void *) specular_d3dcolor;
+        specular_funcs[WINED3DDECLTYPE_D3DCOLOR]    = specular_d3dcolor;
     } else {
-        specular_funcs[WINED3DDECLTYPE_D3DCOLOR]      = (void *) warn_no_specular_func;
+        specular_funcs[WINED3DDECLTYPE_D3DCOLOR]      = warn_no_specular_func;
     }
-    specular_funcs[WINED3DDECLTYPE_UBYTE4]      = (void *) invalid_func;
-    specular_funcs[WINED3DDECLTYPE_SHORT2]      = (void *) invalid_func;
-    specular_funcs[WINED3DDECLTYPE_SHORT4]      = (void *) invalid_func;
-    specular_funcs[WINED3DDECLTYPE_UBYTE4N]     = (void *) invalid_func;
-    specular_funcs[WINED3DDECLTYPE_SHORT2N]     = (void *) invalid_func;
-    specular_funcs[WINED3DDECLTYPE_SHORT4N]     = (void *) invalid_func;
-    specular_funcs[WINED3DDECLTYPE_USHORT2N]    = (void *) invalid_func;
-    specular_funcs[WINED3DDECLTYPE_USHORT4N]    = (void *) invalid_func;
-    specular_funcs[WINED3DDECLTYPE_UDEC3]       = (void *) invalid_func;
-    specular_funcs[WINED3DDECLTYPE_DEC3N]       = (void *) invalid_func;
-    specular_funcs[WINED3DDECLTYPE_FLOAT16_2]   = (void *) invalid_func;
-    specular_funcs[WINED3DDECLTYPE_FLOAT16_4]   = (void *) invalid_func;
+    specular_funcs[WINED3DDECLTYPE_UBYTE4]      = invalid_func;
+    specular_funcs[WINED3DDECLTYPE_SHORT2]      = invalid_func;
+    specular_funcs[WINED3DDECLTYPE_SHORT4]      = invalid_func;
+    specular_funcs[WINED3DDECLTYPE_UBYTE4N]     = invalid_func;
+    specular_funcs[WINED3DDECLTYPE_SHORT2N]     = invalid_func;
+    specular_funcs[WINED3DDECLTYPE_SHORT4N]     = invalid_func;
+    specular_funcs[WINED3DDECLTYPE_USHORT2N]    = invalid_func;
+    specular_funcs[WINED3DDECLTYPE_USHORT4N]    = invalid_func;
+    specular_funcs[WINED3DDECLTYPE_UDEC3]       = invalid_func;
+    specular_funcs[WINED3DDECLTYPE_DEC3N]       = invalid_func;
+    specular_funcs[WINED3DDECLTYPE_FLOAT16_2]   = invalid_func;
+    specular_funcs[WINED3DDECLTYPE_FLOAT16_4]   = invalid_func;
 
     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
      */
-    normal_funcs[WINED3DDECLTYPE_FLOAT1]         = (void *) invalid_func;
-    normal_funcs[WINED3DDECLTYPE_FLOAT2]         = (void *) invalid_func;
-    normal_funcs[WINED3DDECLTYPE_FLOAT3]         = (void *) glNormal3fv;
-    normal_funcs[WINED3DDECLTYPE_FLOAT4]         = (void *) glNormal3fv; /* Just ignore the 4th value */
-    normal_funcs[WINED3DDECLTYPE_D3DCOLOR]       = (void *) invalid_func;
-    normal_funcs[WINED3DDECLTYPE_UBYTE4]         = (void *) invalid_func;
-    normal_funcs[WINED3DDECLTYPE_SHORT2]         = (void *) invalid_func;
-    normal_funcs[WINED3DDECLTYPE_SHORT4]         = (void *) invalid_func;
-    normal_funcs[WINED3DDECLTYPE_UBYTE4N]        = (void *) invalid_func;
-    normal_funcs[WINED3DDECLTYPE_SHORT2N]        = (void *) invalid_func;
-    normal_funcs[WINED3DDECLTYPE_SHORT4N]        = (void *) invalid_func;
-    normal_funcs[WINED3DDECLTYPE_USHORT2N]       = (void *) invalid_func;
-    normal_funcs[WINED3DDECLTYPE_USHORT4N]       = (void *) invalid_func;
-    normal_funcs[WINED3DDECLTYPE_UDEC3]          = (void *) invalid_func;
-    normal_funcs[WINED3DDECLTYPE_DEC3N]          = (void *) invalid_func;
-    normal_funcs[WINED3DDECLTYPE_FLOAT16_2]      = (void *) invalid_func;
-    normal_funcs[WINED3DDECLTYPE_FLOAT16_4]      = (void *) invalid_func;
-
-    multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT1]    = (void *) GL_EXTCALL(glMultiTexCoord1fvARB);
-    multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT2]    = (void *) GL_EXTCALL(glMultiTexCoord2fvARB);
-    multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT3]    = (void *) GL_EXTCALL(glMultiTexCoord3fvARB);
-    multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT4]    = (void *) GL_EXTCALL(glMultiTexCoord4fvARB);
-    multi_texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR]  = (void *) invalid_texcoord_func;
-    multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4]    = (void *) invalid_texcoord_func;
-    multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2]    = (void *) GL_EXTCALL(glMultiTexCoord2svARB);
-    multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4]    = (void *) GL_EXTCALL(glMultiTexCoord4svARB);
-    multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4N]   = (void *) invalid_texcoord_func;
-    multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2N]   = (void *) invalid_texcoord_func;
-    multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4N]   = (void *) invalid_texcoord_func;
-    multi_texcoord_funcs[WINED3DDECLTYPE_USHORT2N]  = (void *) invalid_texcoord_func;
-    multi_texcoord_funcs[WINED3DDECLTYPE_USHORT4N]  = (void *) invalid_texcoord_func;
-    multi_texcoord_funcs[WINED3DDECLTYPE_UDEC3]     = (void *) invalid_texcoord_func;
-    multi_texcoord_funcs[WINED3DDECLTYPE_DEC3N]     = (void *) invalid_texcoord_func;
+    normal_funcs[WINED3DDECLTYPE_FLOAT1]         = invalid_func;
+    normal_funcs[WINED3DDECLTYPE_FLOAT2]         = invalid_func;
+    normal_funcs[WINED3DDECLTYPE_FLOAT3]         = (glAttribFunc)glNormal3fv;
+    normal_funcs[WINED3DDECLTYPE_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
+    normal_funcs[WINED3DDECLTYPE_D3DCOLOR]       = invalid_func;
+    normal_funcs[WINED3DDECLTYPE_UBYTE4]         = invalid_func;
+    normal_funcs[WINED3DDECLTYPE_SHORT2]         = invalid_func;
+    normal_funcs[WINED3DDECLTYPE_SHORT4]         = invalid_func;
+    normal_funcs[WINED3DDECLTYPE_UBYTE4N]        = invalid_func;
+    normal_funcs[WINED3DDECLTYPE_SHORT2N]        = invalid_func;
+    normal_funcs[WINED3DDECLTYPE_SHORT4N]        = invalid_func;
+    normal_funcs[WINED3DDECLTYPE_USHORT2N]       = invalid_func;
+    normal_funcs[WINED3DDECLTYPE_USHORT4N]       = invalid_func;
+    normal_funcs[WINED3DDECLTYPE_UDEC3]          = invalid_func;
+    normal_funcs[WINED3DDECLTYPE_DEC3N]          = invalid_func;
+    normal_funcs[WINED3DDECLTYPE_FLOAT16_2]      = invalid_func;
+    normal_funcs[WINED3DDECLTYPE_FLOAT16_4]      = invalid_func;
+
+    multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
+    multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
+    multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
+    multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
+    multi_texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR]  = invalid_texcoord_func;
+    multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4]    = invalid_texcoord_func;
+    multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
+    multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
+    multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4N]   = invalid_texcoord_func;
+    multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2N]   = invalid_texcoord_func;
+    multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4N]   = invalid_texcoord_func;
+    multi_texcoord_funcs[WINED3DDECLTYPE_USHORT2N]  = invalid_texcoord_func;
+    multi_texcoord_funcs[WINED3DDECLTYPE_USHORT4N]  = invalid_texcoord_func;
+    multi_texcoord_funcs[WINED3DDECLTYPE_UDEC3]     = invalid_texcoord_func;
+    multi_texcoord_funcs[WINED3DDECLTYPE_DEC3N]     = invalid_texcoord_func;
     if (GL_SUPPORT(NV_HALF_FLOAT))
     {
-        multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) GL_EXTCALL(glMultiTexCoord2hvNV);
-        multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) GL_EXTCALL(glMultiTexCoord4hvNV);
+        multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
+        multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
     } else {
-        multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_texcoord_func;
-        multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_texcoord_func;
+        multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_texcoord_func;
+        multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_texcoord_func;
     }
 
-    texcoord_funcs[WINED3DDECLTYPE_FLOAT1]      = (void *) glTexCoord1fv;
-    texcoord_funcs[WINED3DDECLTYPE_FLOAT2]      = (void *) glTexCoord2fv;
-    texcoord_funcs[WINED3DDECLTYPE_FLOAT3]      = (void *) glTexCoord3fv;
-    texcoord_funcs[WINED3DDECLTYPE_FLOAT4]      = (void *) glTexCoord4fv;
-    texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR]    = (void *) invalid_func;
-    texcoord_funcs[WINED3DDECLTYPE_UBYTE4]      = (void *) invalid_func;
-    texcoord_funcs[WINED3DDECLTYPE_SHORT2]      = (void *) glTexCoord2sv;
-    texcoord_funcs[WINED3DDECLTYPE_SHORT4]      = (void *) glTexCoord4sv;
-    texcoord_funcs[WINED3DDECLTYPE_UBYTE4N]     = (void *) invalid_func;
-    texcoord_funcs[WINED3DDECLTYPE_SHORT2N]     = (void *) invalid_func;
-    texcoord_funcs[WINED3DDECLTYPE_SHORT4N]     = (void *) invalid_func;
-    texcoord_funcs[WINED3DDECLTYPE_USHORT2N]    = (void *) invalid_func;
-    texcoord_funcs[WINED3DDECLTYPE_USHORT4N]    = (void *) invalid_func;
-    texcoord_funcs[WINED3DDECLTYPE_UDEC3]       = (void *) invalid_func;
-    texcoord_funcs[WINED3DDECLTYPE_DEC3N]       = (void *) invalid_func;
+    texcoord_funcs[WINED3DDECLTYPE_FLOAT1]      = (glAttribFunc)glTexCoord1fv;
+    texcoord_funcs[WINED3DDECLTYPE_FLOAT2]      = (glAttribFunc)glTexCoord2fv;
+    texcoord_funcs[WINED3DDECLTYPE_FLOAT3]      = (glAttribFunc)glTexCoord3fv;
+    texcoord_funcs[WINED3DDECLTYPE_FLOAT4]      = (glAttribFunc)glTexCoord4fv;
+    texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR]    = invalid_func;
+    texcoord_funcs[WINED3DDECLTYPE_UBYTE4]      = invalid_func;
+    texcoord_funcs[WINED3DDECLTYPE_SHORT2]      = (glAttribFunc)glTexCoord2sv;
+    texcoord_funcs[WINED3DDECLTYPE_SHORT4]      = (glAttribFunc)glTexCoord4sv;
+    texcoord_funcs[WINED3DDECLTYPE_UBYTE4N]     = invalid_func;
+    texcoord_funcs[WINED3DDECLTYPE_SHORT2N]     = invalid_func;
+    texcoord_funcs[WINED3DDECLTYPE_SHORT4N]     = invalid_func;
+    texcoord_funcs[WINED3DDECLTYPE_USHORT2N]    = invalid_func;
+    texcoord_funcs[WINED3DDECLTYPE_USHORT4N]    = invalid_func;
+    texcoord_funcs[WINED3DDECLTYPE_UDEC3]       = invalid_func;
+    texcoord_funcs[WINED3DDECLTYPE_DEC3N]       = invalid_func;
     if (GL_SUPPORT(NV_HALF_FLOAT))
     {
-        texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2]   = (void *) GL_EXTCALL(glTexCoord2hvNV);
-        texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4]   = (void *) GL_EXTCALL(glTexCoord4hvNV);
+        texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2]   = (glAttribFunc)GL_EXTCALL(glTexCoord2hvNV);
+        texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4]   = (glAttribFunc)GL_EXTCALL(glTexCoord4hvNV);
     } else {
-        texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2]   = (void *) invalid_func;
-        texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4]   = (void *) invalid_func;
+        texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2]   = invalid_func;
+        texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4]   = invalid_func;
     }
 }
 
-- 
1.5.6.4



--------------040001020403040402050204--



More information about the wine-patches mailing list