diff --git a/stepmania/src/RageDisplay_D3D.cpp b/stepmania/src/RageDisplay_D3D.cpp index 3695433afb..8a24f034ed 100644 --- a/stepmania/src/RageDisplay_D3D.cpp +++ b/stepmania/src/RageDisplay_D3D.cpp @@ -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 g_TexResourceToPaletteIndex; +map g_TexResourceToPaletteIndex; list g_PaletteIndex; struct TexturePalette { PALETTEENTRY p[256]; }; map g_TexResourceToTexturePalette;