Module: wine Branch: master Commit: 2f804307bda0f62ac23c9a3387e185150868fede URL: http://source.winehq.org/git/wine.git/?a=commit;h=2f804307bda0f62ac23c9a3387...
Author: Matteo Bruni mbruni@codeweavers.com Date: Fri Feb 27 13:18:20 2015 +0100
wined3d: Drop a few unnecessary &x[0].
---
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");