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D3D11: Implement EFB format reinterpretation.
Now someone port this to OpenGL please, kthxbye. Fix some warnings, fix a wrong string, ... git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7061 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -110,28 +110,28 @@ void FreeLookInput( UINT iMsg, WPARAM wParam )
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if (mouseLookEnabled) {
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GetCursorPos(&point);
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VertexShaderManager::RotateView((point.x - lastMouse[0]) / 200.0f, (point.y - lastMouse[1]) / 200.0f);
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lastMouse[0] = point.x;
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lastMouse[1] = point.y;
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lastMouse[0] = (float)point.x;
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lastMouse[1] = (float)point.y;
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}
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if (mouseMoveEnabled) {
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GetCursorPos(&point);
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VertexShaderManager::TranslateView((point.x - lastMouse[0]) / 50.0f, (point.y - lastMouse[1]) / 50.0f);
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lastMouse[0] = point.x;
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lastMouse[1] = point.y;
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lastMouse[0] = (float)point.x;
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lastMouse[1] = (float)point.y;
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}
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break;
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case WM_RBUTTONDOWN:
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GetCursorPos(&point);
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lastMouse[0] = point.x;
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lastMouse[1] = point.y;
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lastMouse[0] = (float)point.x;
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lastMouse[1] = (float)point.y;
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mouseLookEnabled= true;
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break;
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case WM_MBUTTONDOWN:
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GetCursorPos(&point);
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lastMouse[0] = point.x;
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lastMouse[1] = point.y;
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lastMouse[0] = (float)point.x;
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lastMouse[1] = (float)point.y;
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mouseMoveEnabled= true;
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break;
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case WM_RBUTTONUP:
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