[PATCH 2/5] wined3d: Drop a few unnecessary &x[0].
Matteo Bruni
mbruni at codeweavers.com
Fri Feb 27 06:18:20 CST 2015
---
dlls/wined3d/state.c | 12 +++++-------
1 file changed, 5 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index ccfe667..67570d5 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -1220,7 +1220,7 @@ void state_fogcolor(struct wined3d_context *context, const struct wined3d_state
float col[4];
D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_FOGCOLOR], col);
- gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &col[0]);
+ gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, col);
checkGLcall("glFog GL_FOG_COLOR");
}
@@ -4867,11 +4867,10 @@ void light(struct wined3d_context *context, const struct wined3d_state *state, D
{
case WINED3D_LIGHT_POINT:
/* Position */
- gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
+ gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, lightInfo->lightPosn);
checkGLcall("glLightfv");
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
checkGLcall("glLightf");
- /* Attenuation - Are these right? guessing... */
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
lightInfo->OriginalParms.attenuation0);
checkGLcall("glLightf");
@@ -4887,16 +4886,15 @@ void light(struct wined3d_context *context, const struct wined3d_state *state, D
case WINED3D_LIGHT_SPOT:
/* Position */
- gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
+ gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, lightInfo->lightPosn);
checkGLcall("glLightfv");
/* Direction */
- gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
+ gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, lightInfo->lightDirn);
checkGLcall("glLightfv");
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
checkGLcall("glLightf");
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
checkGLcall("glLightf");
- /* Attenuation - Are these right? guessing... */
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
lightInfo->OriginalParms.attenuation0);
checkGLcall("glLightf");
@@ -4913,7 +4911,7 @@ void light(struct wined3d_context *context, const struct wined3d_state *state, D
case WINED3D_LIGHT_DIRECTIONAL:
/* Direction */
/* Note GL uses w position of 0 for direction! */
- gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
+ gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, lightInfo->lightPosn);
checkGLcall("glLightfv");
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
checkGLcall("glLightf");
--
2.0.5
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