Coding style cleanup from the zfreeze merge

This commit is contained in:
Lioncash
2015-01-24 15:12:52 -05:00
parent ae514cb0f2
commit 9cdfe889af
6 changed files with 43 additions and 42 deletions

View File

@ -690,13 +690,13 @@ void VertexShaderManager::ResetView()
bProjectionChanged = true;
}
void VertexShaderManager::TransformToClipSpace(const float* data, float *out, u32 MtxIdx)
void VertexShaderManager::TransformToClipSpace(const float* data, float* out, u32 MtxIdx)
{
const float *world_matrix = (const float *)xfmem.posMatrices + (MtxIdx & 0x3f) * 4;
const float* world_matrix = (const float*)xfmem.posMatrices + (MtxIdx & 0x3f) * 4;
// We use the projection matrix calculated by vertexShaderManager, because it
// includes any free look transformations.
// Make sure VertexManager::SetConstants() has been called first.
const float *proj_matrix = &g_fProjectionMatrix[0];
const float* proj_matrix = &g_fProjectionMatrix[0];
float t[3];
t[0] = data[0] * world_matrix[0] + data[1] * world_matrix[1] + data[2] * world_matrix[2] + world_matrix[3];