This commit is contained in:
Glenn Maynard
2006-01-19 22:40:06 +00:00
parent 466bfb054c
commit 7e5975597f
+8 -8
View File
@@ -49,21 +49,21 @@ CString GetErrorString( HRESULT hr )
// Globals
//
#if !defined(XBOX)
HMODULE g_D3D8_Module = NULL;
HMODULE g_D3D8_Module = NULL;
#endif
LPDIRECT3D8 g_pd3d = NULL;
LPDIRECT3D8 g_pd3d = NULL;
LPDIRECT3DDEVICE8 g_pd3dDevice = NULL;
D3DCAPS8 g_DeviceCaps;
D3DCAPS8 g_DeviceCaps;
D3DDISPLAYMODE g_DesktopMode;
D3DPRESENT_PARAMETERS g_d3dpp;
int g_ModelMatrixCnt=0;
TextureUnit g_currentTextureUnit = TextureUnit_1;
static bool g_bSphereMapping[NUM_TextureUnit] = { false, false };
D3DPRESENT_PARAMETERS g_d3dpp;
int g_ModelMatrixCnt=0;
TextureUnit g_currentTextureUnit = TextureUnit_1;
static bool g_bSphereMapping[NUM_TextureUnit] = { false, false };
/* Direct3D doesn't associate a palette with textures.
* Instead, we load a palette into a slot. We need to keep track
* of which texture's palette is stored in what slot. */
map<unsigned,int> g_TexResourceToPaletteIndex;
map<unsigned,int> g_TexResourceToPaletteIndex;
list<int> g_PaletteIndex;
struct TexturePalette { PALETTEENTRY p[256]; };
map<unsigned,TexturePalette> g_TexResourceToTexturePalette;