[PATCH 2/4] wined3d: Implement vertex blending in glsl_vertex_pipe.

Henri Verbeet hverbeet at gmail.com
Thu Jul 2 06:50:16 CDT 2015

On 2 July 2015 at 08:26, Józef Kucia <joseph.kucia at gmail.com> wrote:
> @@ -3071,7 +3075,7 @@ static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader,
>  void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
>  void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
> -        struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
> +        int i, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
I think we'll want the index to be unsigned. (Also applies to
shader_glsl_ffp_vertex_normalmatrix_uniform() in patch 112562) Looks
pretty good otherwise.

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