Fix sign warnings.

oldstable
Mike McCormack 2005-07-28 10:16:54 +00:00 committed by Alexandre Julliard
parent 8955ac43a3
commit ebf4e53030
4 changed files with 12 additions and 12 deletions

View File

@ -1175,7 +1175,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_GetFrontBuffer(LPDIRECT3DDEVICE8 iface, ID
D3DLOCKED_RECT lockedRect;
RECT wantedRect;
GLint prev_store;
GLenum prev_read;
GLint prev_read;
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
@ -2667,8 +2667,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
case D3DRS_STENCILFAIL :
{
GLenum fail ;
GLenum zpass ;
GLenum zfail ;
GLint zpass ;
GLint zfail ;
fail = StencilOp(Value);
glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);
@ -2683,8 +2683,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
break;
case D3DRS_STENCILZFAIL :
{
GLenum fail ;
GLenum zpass ;
GLint fail ;
GLint zpass ;
GLenum zfail ;
glGetIntegerv(GL_STENCIL_FAIL, &fail);
@ -2700,9 +2700,9 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
break;
case D3DRS_STENCILPASS :
{
GLenum fail ;
GLint fail ;
GLenum zpass ;
GLenum zfail ;
GLint zfail ;
glGetIntegerv(GL_STENCIL_FAIL, &fail);
checkGLcall("glGetIntegerv(GL_STENCIL_FAIL, &fail);");

View File

@ -526,7 +526,7 @@ static void IDirect3D8Impl_FillGLCaps(LPDIRECT3D8 iface, Display* display) {
}
}
#define USE_GL_FUNC(type, pfn) This->gl_info.pfn = (type) glXGetProcAddressARB(#pfn);
#define USE_GL_FUNC(type, pfn) This->gl_info.pfn = (type) glXGetProcAddressARB( (const GLubyte *) #pfn);
GL_EXT_FUNCS_GEN;
#undef USE_GL_FUNC
@ -552,7 +552,7 @@ static void IDirect3D8Impl_FillGLCaps(LPDIRECT3D8 iface, Display* display) {
}
}
#define USE_GL_FUNC(type, pfn) This->gl_info.pfn = (type) glXGetProcAddressARB(#pfn);
#define USE_GL_FUNC(type, pfn) This->gl_info.pfn = (type) glXGetProcAddressARB( (const GLubyte *) #pfn);
GLX_EXT_FUNCS_GEN;
#undef USE_GL_FUNC

View File

@ -1375,7 +1375,7 @@ static void drawStridedHardwareVS(LPDIRECT3DDEVICE8 iface, Direct3DVertexStrided
IDirect3DVertexShaderImpl* vertex_shader = NULL;
int i;
int NumVertexes;
int glPrimType;
GLenum glPrimType;
int maxAttribs;
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;

View File

@ -205,7 +205,7 @@ HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKE
if (This == This->Device->backBuffer || This == This->Device->renderTarget || This == This->Device->frontBuffer) {
GLint prev_store;
GLenum prev_read;
GLint prev_read;
ENTER_GL();
@ -329,7 +329,7 @@ HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) {
if (This == This->Device->backBuffer || This == This->Device->frontBuffer || This == This->Device->renderTarget) {
GLint prev_store;
GLenum prev_draw;
GLint prev_draw;
GLint prev_rasterpos[4];
ENTER_GL();