On 20 March 2015 at 13:50, Matteo Bruni mbruni@codeweavers.com wrote:
- if (update_mask & WINED3D_SHADER_CONST_FFP_PROJ)
- {
struct wined3d_matrix projection;
get_projection_matrix(context, state, &projection);
GL_EXTCALL(glUniformMatrix4fv(prog->vs.projection_matrix_location, 1, FALSE, (GLfloat *)&projection));
I'd prefer that as "&projection._11", avoiding the cast.