void gr_d3d_set_light(light_data *light) { //Init the light FSLight2DXLight(&d3d_lights[n_active_lights].light,light); d3d_lights[n_active_lights].occupied = true; active_list[n_active_lights++] = true; }
void gr_d3d_set_light(light *light) { //Init the light FSLight2DXLight(&d3d_lights[n_active_lights].dxlight, light); #ifndef NDEBUG Assert(d3d_lights[n_active_lights].dxlight.Range >= 0); Assert(d3d_lights[n_active_lights].dxlight.Range != 0 || d3d_lights[n_active_lights].dxlight.Type == D3DLIGHT_DIRECTIONAL); #endif d3d_lights[n_active_lights].occupied = true; active_list[n_active_lights++] = true; }