2011/1/20 Travis Athougies <iamm...@gmail.com>:
> +            /* D3DXMATRIX is a union, one of whose elements is an array, so 
> it can be cast to a float pointer */
> +           if (is_vertex_shader(This->desc.Version))
> +               IDirect3DDevice9_SetVertexShaderConstantF(device, 
> desc.RegisterIndex + i, (float *)(matrix + i),
> +                        desc.RegisterCount);
> +           else
> +               IDirect3DDevice9_SetPixelShaderConstantF(device, 
> desc.RegisterIndex + i, (float *)(matrix + i),
> +                        desc.RegisterCount);

Can't you just pass matrix->m[i] as parameter, instead of that cast?


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