Hi,
+void primitiveDeclarationConvertToStridedData( + IWineD3DDevice *iface, + BOOL useVertexShaderFunction, + Direct3DVertexStridedData *strided, + LONG BaseVertexIndex, + DWORD *fvf, + BOOL storeOrder, + INT arrayUsageMap[WINED3DSHADERDECLUSAGE_MAX_USAGE]) { I personally dislike that. In my opinion it's better this way:
void primitiveDeclarationConvertToStridedData(IWineD3DDevice *iface, BOOL useVertexShaderFunction, ... ) { code; } Well, primitiveDeclarationConvertToStridedData is a bit of a bad example, because the function name isn't that short and INT arrayUsageMap[WINED3DSHADERDECLUSAGE_MAX_USAGE] is long too. However, it makes much more sense for the usual COM functions IMO: /*************************************************************** * IWineD3DDevice::SetTexture * * Some comments don't hurt. That's the usual style I have * found in other places, I think we should consistently * write what each function does for WineD3D, as is is a Wine- * specific dll and doesn't have MSDN documentation * * Params: * stage: What's this? * Texture: What's this? * * Returns: * What should the return value be? * ***************************************************************/ HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD stage, IWineD3DBaseTexture *Texture) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; IWineD3DBaseTextureImpl *TexImpl = (IWineD3DBaseTextureImpl *) Texture; HRESULT hr; foo(); bar(); /* Do a function call: */ hr = IWineD3DDevice_FunkyCall(iface, Param1, Param2); if(hr != D3D_OK) { /* What went wrong? */ return WINED3DERR_VERYBADERROR; } return WINED3D_OK; } Just my 2 cent. I know this is all a matter of taste. I plan making up the WineD3D code this way when AJ is back and patches go in again. Stefan