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///update vertex diffuse color for dynamic lights inside given rectangle
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Int updateVBForLight(DX8VertexBufferClass *pVB, VERTEX_FORMAT *data, Int x0, Int y0, Int x1, Int y1, Int originX, Int originY, W3DDynamicLight *pLights[], Int numLights);
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Int updateVBForLightOptimized(DX8VertexBufferClass *pVB, VERTEX_FORMAT *data, Int x0, Int y0, Int x1, Int y1, Int originX, Int originY, W3DDynamicLight *pLights[], Int numLights);
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Int updateVBForLight(DX9VertexBufferClass *pVB, VERTEX_FORMAT *data, Int x0, Int y0, Int x1, Int y1, Int originX, Int originY, W3DDynamicLight *pLights[], Int numLights);
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Int updateVBForLightOptimized(DX9VertexBufferClass *pVB, VERTEX_FORMAT *data, Int x0, Int y0, Int x1, Int y1, Int originX, Int originY, W3DDynamicLight *pLights[], Int numLights);
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///update vertex buffer vertices inside given rectangle
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Int updateVB(DX8VertexBufferClass *pVB, VERTEX_FORMAT *data, Int x0, Int y0, Int x1, Int y1, Int originX, Int originY, WorldHeightMap *pMap, RefRenderObjListIterator *pLightsIterator);
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Int updateVB(DX9VertexBufferClass *pVB, VERTEX_FORMAT *data, Int x0, Int y0, Int x1, Int y1, Int originX, Int originY, WorldHeightMap *pMap, RefRenderObjListIterator *pLightsIterator);
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///update vertex buffers associated with the given rectangle
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voidinitDestAlphaLUT(); ///<initialize water depth LUT stored in m_destAlphaTexture
static Bool testMinimumRequirements(ChipsetType *videoChipType, CpuType *cpuType, Int *cpuFreq, MemValueType *numRAM, Real *intBenchIndex, Real *floatBenchIndex, Real *memBenchIndex);
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