d3dx9: Use UINT instead of unsigned int where appropriate.

oldstable
Philip Nilsson 2008-07-24 21:47:37 +02:00 committed by Alexandre Julliard
parent d36df763c7
commit 6de5bdb0f7
1 changed files with 9 additions and 9 deletions

View File

@ -53,7 +53,7 @@ D3DXVECTOR4* WINAPI D3DXVec2TransformArray(
D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
unsigned int i;
UINT i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec2Transform(
@ -71,7 +71,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(
D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
unsigned int i;
UINT i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec2TransformCoord(
@ -89,7 +89,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(
D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride,
CONST D3DXMATRIX *matrix, UINT elements)
{
unsigned int i;
UINT i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec2TransformNormal(
@ -110,7 +110,7 @@ D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(
CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection,
CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
{
unsigned int i;
UINT i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec3Project(
@ -128,7 +128,7 @@ D3DXVECTOR4* WINAPI D3DXVec3TransformArray(
D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
unsigned int i;
UINT i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec3Transform(
@ -146,7 +146,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(
D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
unsigned int i;
UINT i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec3TransformCoord(
@ -164,7 +164,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(
D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
unsigned int i;
UINT i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec3TransformNormal(
@ -183,7 +183,7 @@ D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(
CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection,
CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
{
unsigned int i;
UINT i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec3Unproject(
@ -201,7 +201,7 @@ D3DXVECTOR4* WINAPI D3DXVec4TransformArray(
D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR4* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
unsigned int i;
UINT i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec4Transform(