Re: d3dx9: Add stubs for the ID3DXRenderToSurface functions [PATCH 8/9]
Shouldn't that be a n (here and in the other patches)?
Setting object to NULL here doesn't do a whole lot, you should set *object to NULL (also goes for the other QueryInterface implementations). Also, you'll probably want to put the TRACE before the if block.
Thank you very much for pointing that out :) Is there anything else wrong with it or can I resend the patches? Unbegrenzter Speicher, Top-Spamschutz, 120 SMS und eigene E-MailDomain inkl. http://office.freenet.de/dienste/emailoffice/produktuebersicht/power/mail/in...
<tony.wasserka(a)freenet.de> wrote:
Thank you very much for pointing that out :) Is there anything else wrong with it or can I resend the patches?
You may try with smaller patches first, and send them one by one, waiting for the previous one being committed. -- Dmitry.
<tony.wasserka(a)freenet.de> wrote:
Thank you very much for pointing that out :) Is there anything else wrong with it or can I resend the patches? A minor issue could be that you're returning S_OK in most of the stubs. For the IUnknown stuff that's correct, but D3D stuff typically returns D3D_OK. Although S_OK and D3D_OK have the same value, using D3D_OK would be a bit more consistent once you start returning eg. D3DERR_INVALIDCALL on error conditions.
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