@@ -69,7 +69,6 @@ D3DFORMAT WW3DFormatToD3DFormatConversionArray[WW3D_FORMAT_COUNT] = {
6969// adding depth stencil format conversion
7070D3DFORMAT WW3DZFormatToD3DFormatConversionArray[WW3D_ZFORMAT_COUNT ] =
7171{
72- #ifndef _XBOX
7372 D3DFMT_UNKNOWN ,
7473 D3DFMT_D16_LOCKABLE , // 16-bit z-buffer bit depth. This is an application-lockable surface format.
7574 D3DFMT_D32 , // 32-bit z-buffer bit depth.
@@ -78,21 +77,6 @@ D3DFORMAT WW3DZFormatToD3DFormatConversionArray[WW3D_ZFORMAT_COUNT] =
7877 D3DFMT_D16 , // 16-bit z-buffer bit depth.
7978 D3DFMT_D24X8 , // 32-bit z-buffer bit depth using 24 bits for the depth channel.
8079 D3DFMT_D24X4S4 , // 32-bit z-buffer bit depth using 24 bits for the depth channel and 4 bits for the stencil channel.
81- #else
82- D3DFMT_UNKNOWN ,
83- D3DFMT_D16_LOCKABLE , // 16-bit z-buffer bit depth. This is an application-lockable surface format.
84- D3DFMT_D32 , // 32-bit z-buffer bit depth.
85- D3DFMT_D15S1 , // 16-bit z-buffer bit depth where 15 bits are reserved for the depth channel and 1 bit is reserved for the stencil channel.
86- D3DFMT_D24S8 , // 32-bit z-buffer bit depth using 24 bits for the depth channel and 8 bits for the stencil channel.
87- D3DFMT_D16 , // 16-bit z-buffer bit depth.
88- D3DFMT_D24X8 , // 32-bit z-buffer bit depth using 24 bits for the depth channel.
89- D3DFMT_D24X4S4 , // 32-bit z-buffer bit depth using 24 bits for the depth channel and 4 bits for the stencil channel.
90-
91- D3DFMT_LIN_D24S8 ,
92- D3DFMT_LIN_F24S8 ,
93- D3DFMT_LIN_D16 ,
94- D3DFMT_LIN_F16
95- #endif
9680};
9781
9882
@@ -129,13 +113,8 @@ WW3DFormat D3DFormatToWW3DFormatConversionArray[HIGHEST_SUPPORTED_D3DFORMAT + 1]
129113};
130114*/
131115
132- #ifndef _XBOX
133116#define HIGHEST_SUPPORTED_D3DFORMAT D3DFMT_X8L8V8U8
134117#define HIGHEST_SUPPORTED_D3DZFORMAT D3DFMT_D16
135- #else
136- #define HIGHEST_SUPPORTED_D3DFORMAT D3DFMT_LIN_R8G8B8A8
137- #define HIGHEST_SUPPORTED_D3DZFORMAT D3DFMT_LIN_F16
138- #endif
139118WW3DFormat D3DFormatToWW3DFormatConversionArray[HIGHEST_SUPPORTED_D3DFORMAT + 1 ];
140119WW3DZFormat D3DFormatToWW3DZFormatConversionArray[HIGHEST_SUPPORTED_D3DZFORMAT + 1 ];
141120
@@ -243,10 +222,4 @@ void Init_D3D_To_WW3_Conversion()
243222 D3DFormatToWW3DZFormatConversionArray[D3DFMT_D16 ]=WW3D_ZFORMAT_D16 ;
244223 D3DFormatToWW3DZFormatConversionArray[D3DFMT_D24X8 ]=WW3D_ZFORMAT_D24X8 ;
245224 D3DFormatToWW3DZFormatConversionArray[D3DFMT_D24X4S4 ]=WW3D_ZFORMAT_D24X4S4 ;
246- #ifdef _XBOX
247- D3DFormatToWW3DZFormatConversionArray[D3DFMT_LIN_D24S8 ]=WW3D_ZFORMAT_LIN_D24S8 ;
248- D3DFormatToWW3DZFormatConversionArray[D3DFMT_LIN_F24S8 ]=WW3D_ZFORMAT_LIN_F24S8 ;
249- D3DFormatToWW3DZFormatConversionArray[D3DFMT_LIN_D16 ]=WW3D_ZFORMAT_LIN_D16 ;
250- D3DFormatToWW3DZFormatConversionArray[D3DFMT_LIN_F16 ]=WW3D_ZFORMAT_LIN_F16 ;
251- #endif
252225};
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