d3dx9: Avoid LPD3DXBASEMESH.

oldstable
Henri Verbeet 2012-11-28 22:11:45 +01:00 committed by Alexandre Julliard
parent d480f9e1a8
commit d608de9341
1 changed files with 6 additions and 3 deletions

View File

@ -782,7 +782,7 @@ HRESULT WINAPI D3DXComputeIMTFromSignal(ID3DXMesh *mesh, DWORD texture_idx, UINT
LPD3DXUVATLASCB status_cb, void *status_ctx, ID3DXBuffer **buffer);
HRESULT WINAPI D3DXComputeIMTFromTexture(struct ID3DXMesh *mesh, struct IDirect3DTexture9 *texture,
DWORD texture_idx, DWORD options, LPD3DXUVATLASCB cb, void *ctx, struct ID3DXBuffer **out);
HRESULT WINAPI D3DXComputeNormals(LPD3DXBASEMESH, CONST DWORD *);
HRESULT WINAPI D3DXComputeNormals(ID3DXBaseMesh *mesh, const DWORD *adjacency);
HRESULT WINAPI D3DXComputeTangentFrameEx(ID3DXMesh *mesh_in, DWORD texture_in_semantic, DWORD texture_in_idx,
DWORD u_partial_out_semantic, DWORD u_partial_out_idx, DWORD v_partial_out_semantic,
DWORD v_partial_out_idx, DWORD normal_out_semantic, DWORD normal_out_idx, DWORD flags,
@ -801,8 +801,11 @@ HRESULT WINAPI D3DXGenerateOutputDecl(D3DVERTEXELEMENT9 *, CONST D3DVERTEXELEMEN
HRESULT WINAPI D3DXGeneratePMesh(ID3DXMesh *mesh, const DWORD *adjacency,
const D3DXATTRIBUTEWEIGHTS *attribute_weights, const float *vertex_weights,
DWORD min_value, DWORD flags, ID3DXPMesh **pmesh);
HRESULT WINAPI D3DXIntersect(LPD3DXBASEMESH, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, BOOL *, DWORD *, FLOAT *, FLOAT *, FLOAT *, LPD3DXBUFFER *, DWORD *);
HRESULT WINAPI D3DXIntersectSubset(LPD3DXBASEMESH, DWORD, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, BOOL *, DWORD *, FLOAT *, FLOAT *, FLOAT *, LPD3DXBUFFER *, DWORD *);
HRESULT WINAPI D3DXIntersect(ID3DXBaseMesh *mesh, const D3DXVECTOR3 *ray_position, const D3DXVECTOR3 *ray_direction,
BOOL *hit, DWORD *face_idx, float *u, float *v, float *distance, ID3DXBuffer **hits, DWORD *hit_count);
HRESULT WINAPI D3DXIntersectSubset(ID3DXBaseMesh *mesh, DWORD attribute_id, const D3DXVECTOR3 *ray_position,
const D3DXVECTOR3 *ray_direction, BOOL *hit, DWORD *face_idx, float *u, float *v, float *distance,
ID3DXBuffer **hits, DWORD *hit_count);
BOOL WINAPI D3DXIntersectTri(CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3*, FLOAT *, FLOAT *, FLOAT *);
HRESULT WINAPI D3DXOptimizeFaces(LPCVOID, UINT, UINT, BOOL, DWORD *);
HRESULT WINAPI D3DXOptimizeVertices(LPCVOID, UINT, UINT, BOOL, DWORD *);