On 11 June 2011 17:26, Marcus Meissner <[email protected]> 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);


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