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d3dx9: Add D3DXConvertMeshSubsetToSingleStrip stub.
Signed-off-by: Alistair Leslie-Hughes <leslie_alistair@hotmail.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -28,7 +28,7 @@
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@ stub D3DXComputeTangentFrame(ptr long)
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@ stdcall D3DXComputeTangentFrameEx(ptr long long long long long long long long long ptr float float float ptr ptr)
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@ stub D3DXConcatenateMeshes(ptr long long ptr ptr ptr ptr ptr)
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@ stub D3DXConvertMeshSubsetToSingleStrip(ptr long long ptr ptr)
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@ stdcall D3DXConvertMeshSubsetToSingleStrip(ptr long long ptr ptr)
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@ stub D3DXConvertMeshSubsetToStrips(ptr long long ptr ptr ptr ptr)
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@ stub D3DXCreateAnimationController(long long long long ptr)
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@ stdcall D3DXCreateBox(ptr float float float ptr ptr)
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@ -7549,3 +7549,12 @@ HRESULT WINAPI D3DXTessellateNPatches(ID3DXMesh *mesh, const DWORD *adjacency_in
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return E_NOTIMPL;
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}
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HRESULT WINAPI D3DXConvertMeshSubsetToSingleStrip(struct ID3DXBaseMesh *mesh_in, DWORD attribute_id,
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DWORD ib_flags, struct IDirect3DIndexBuffer9 **index_buffer, DWORD *index_count)
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{
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FIXME("mesh_in %p, attribute_id %u, ib_flags %u, index_buffer %p, index_count %p stub.\n",
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mesh_in, attribute_id, ib_flags, index_buffer, index_count);
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return E_NOTIMPL;
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}
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