diff --git a/dlls/wined3d/vertexbuffer.c b/dlls/wined3d/vertexbuffer.c index 7a7942380e..5bc32d88ba 100644 --- a/dlls/wined3d/vertexbuffer.c +++ b/dlls/wined3d/vertexbuffer.c @@ -104,13 +104,20 @@ static DWORD WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface); } -static void fixup_vertices(BYTE *src, BYTE *dst, int stride, int num, BYTE *pos, BOOL haspos, BYTE *diffuse, BOOL hasdiffuse, BYTE *specular, BOOL hasspecular) { +static void fixup_vertices( + BYTE *src, BYTE *dst, + int stride, + int num, + int pos, BOOL haspos, + int diffuse, BOOL hasdiffuse, + int specular, BOOL hasspecular +) { int i; float x, y, z, w; for(i = num - 1; i >= 0; i--) { if(haspos) { - float *p = (float *) (((int) src + (int) pos) + i * stride); + float *p = (float *) ((src + pos) + i * stride); /* rhw conversion like in drawStridedSlow */ if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) { @@ -124,15 +131,15 @@ static void fixup_vertices(BYTE *src, BYTE *dst, int stride, int num, BYTE *pos, y = p[1] * w; z = p[2] * w; } - p = (float *) ((int) dst + i * stride + (int) pos); + p = (float *) (dst + i * stride + pos); p[0] = x; p[1] = y; p[2] = z; p[3] = w; } if(hasdiffuse) { - DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + (int) diffuse); - srcColor = * (DWORD *) ( ((int) src + (int) diffuse) + i * stride); + DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + diffuse); + srcColor = * (DWORD *) ( (src + diffuse) + i * stride); /* Color conversion like in drawStridedSlow. watch out for little endianity * If we want that stuff to work on big endian machines too we have to consider more things @@ -149,8 +156,8 @@ static void fixup_vertices(BYTE *src, BYTE *dst, int stride, int num, BYTE *pos, *dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */ } if(hasspecular) { - DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + (int) specular); - srcColor = * (DWORD *) ( ((int) src + (int) specular) + i * stride); + DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + specular); + srcColor = * (DWORD *) ( (src + specular) + i * stride); /* Similar to diffuse * TODO: Write the alpha value out for fog coords @@ -365,13 +372,13 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if fixup_vertices(data, data, stride, ( end - start) / stride, /* Position */ - This->strided.u.s.position.lpData, /* Data location */ + (int)This->strided.u.s.position.lpData, /* Data location */ This->strided.u.s.position_transformed, /* Do convert? */ /* Diffuse color */ - This->strided.u.s.diffuse.lpData, /* Location */ + (int)This->strided.u.s.diffuse.lpData, /* Location */ This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_D3DCOLOR, /* Convert? */ /* specular color */ - This->strided.u.s.specular.lpData, /* location */ + (int)This->strided.u.s.specular.lpData, /* location */ This->strided.u.s.specular.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR); ENTER_GL();