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@@ -629,7 +629,7 @@ void DirectX11::beginFrame( bool fill2D, bool fill3D, int fillColor )
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d3d11Context->OMSetDepthStencilState( depthStencilState, 1 );
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}
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-void DirectX11::renderObject( Model3D * zObj )
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+void DirectX11::renderObject( Model3D *zObj )
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{
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vertexBuffer->setData( (void *)zObj->zVertexBuffer() );
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vertexBuffer->setLength( sizeof( Vertex3D ) * zObj->getVertexAnzahl() );
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@@ -693,7 +693,7 @@ void DirectX11::renderObject( Model3D * zObj )
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// pos: Der Mittelpunkt der Kugel
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// radius: Der Radius der Kugel
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// dist: Einen Zeiger auf einen float, in dem das quadrat des Abstands zur Kammeraposition gespeichert wird, falls diese Funktion true zurückgiebt und der Zeiger nicht 0 ist
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-bool DirectX11::isInFrustrum( const Vec3< float > & pos, float radius, float *dist ) const
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+bool DirectX11::isInFrustrum( const Vec3< float > &pos, float radius, float *dist ) const
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{
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for( int i = 0; i < 6; i++ )
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{
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@@ -705,7 +705,7 @@ bool DirectX11::isInFrustrum( const Vec3< float > & pos, float radius, float *di
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return 1;
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}
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-void DirectX11::renderKamera( Kam3D * zKamera )
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+void DirectX11::renderKamera( Kam3D *zKamera )
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{
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d3d11Context->RSSetViewports( 1, (D3D11_VIEWPORT *)zKamera->zViewPort() );
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@@ -751,7 +751,7 @@ void DirectX11::renderKamera( Kam3D * zKamera )
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vertexShader->füllConstBuffer( (char *)viewAndProj, 1, sizeof( Mat4< float > ) * 2 );
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if( pixelShader )
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pixelShader->füllConstBuffer( (char *)& kamPos, 0, sizeof( float ) * 3 );
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- Welt3D * w = zKamera->zWelt();
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+ Welt3D *w = zKamera->zWelt();
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w->lock();
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int alphaAnzahl = 0;
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int maxDist = 0;
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@@ -823,7 +823,6 @@ void DirectX11::presentFrame()
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if( fenster && !IsIconic( fenster->getFensterHandle() ) )
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renderObject( texturModel );
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-
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HRESULT result = d3d11SpawChain->Present( 0, 0 );
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if( !SUCCEEDED( result ) )
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{
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@@ -837,7 +836,7 @@ Bild *DirectX11::zUIRenderBild() const
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return uiTextur->zBild();
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}
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-Textur *DirectX11::createOrGetTextur( const char *name, Bild * b )
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+Textur *DirectX11::createOrGetTextur( const char *name, Bild *b )
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{
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if( !d3d11Device )
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{
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@@ -859,10 +858,10 @@ Textur *DirectX11::createOrGetTextur( const char *name, Bild * b )
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return ret;
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}
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-typedef HRESULT( __stdcall * CreateDXGIFactory2Function )( UINT, REFIID, void ** );
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+typedef HRESULT( __stdcall *CreateDXGIFactory2Function )( UINT, REFIID, void ** );
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-typedef HRESULT( __stdcall * D3D11CreateDeviceFunction )( IDXGIAdapter *, D3D_DRIVER_TYPE, HMODULE, UINT, D3D_FEATURE_LEVEL *,
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- UINT, UINT, ID3D11Device * *, D3D_FEATURE_LEVEL *, ID3D11DeviceContext * * );
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+typedef HRESULT( __stdcall *D3D11CreateDeviceFunction )( IDXGIAdapter *, D3D_DRIVER_TYPE, HMODULE, UINT, D3D_FEATURE_LEVEL *,
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+ UINT, UINT, ID3D11Device **, D3D_FEATURE_LEVEL *, ID3D11DeviceContext ** );
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bool DirectX11::isAvailable()
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{
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