On 11 June 2011 17:26, Marcus Meissner marcus@jet.franken.de wrote:
if (state <= HIGHEST_TRANSFORMSTATE)
- {
mat = &device->updateStateBlock->state.transforms[state];
- }
else
- {
FIXME("Unhandled transform state %#x.\n", state);
- return WINED3D_OK;
- }
This works, so I'm not too bothered either way, but I think the following looks slightly nicer:
if (state > HIGHEST_TRANSFORMSTATE) { WARN("Invalid transform state %#x.\n", state); return WINED3D_OK; }
mat = &device->updateStateBlock->state.transforms[state]; multiply_matrix(&temp, mat, matrix);