Fixed compiling Windows renderers. Lines and points will be implemented later.
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403381
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c53a7c6ca2
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c553683086
2 changed files with 9 additions and 10 deletions
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@ -62,8 +62,7 @@ static int D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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static void D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static void D3D_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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int numrects, const SDL_Rect * rects);
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static int D3D_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b,
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Uint8 a, const SDL_Rect * rect);
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static int D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect);
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static int D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_Rect * dstrect);
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static void D3D_RenderPresent(SDL_Renderer * renderer);
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@ -708,8 +707,7 @@ D3D_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
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}
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static int
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D3D_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
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const SDL_Rect * rect)
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D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect)
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{
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D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
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D3DRECT d3drect;
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@ -727,7 +725,10 @@ D3D_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
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result =
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IDirect3DDevice9_Clear(data->device, 1, &d3drect, D3DCLEAR_TARGET,
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D3DCOLOR_ARGB(a, r, g, b), 1.0f, 0);
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D3DCOLOR_ARGB(renderer->a,
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renderer->r,
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renderer->g,
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renderer->b), 1.0f, 0);
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if (FAILED(result)) {
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D3D_SetError("Clear()", result);
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return -1;
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