@@ -88,8 +88,8 @@ class W3DShaderInterface
8888 // /do any custom resetting necessary to bring W3D in sync.
8989 virtual void reset () {
9090 ShaderClass::Invalidate ();
91- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (0 , nullptr );
92- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (1 , nullptr );};
91+ DX8Wrapper::Set_DX8_Texture (0 , nullptr );
92+ DX8Wrapper::Set_DX8_Texture (1 , nullptr );};
9393 virtual Int init () = 0; // /<perform any one time initialization and validation
9494 virtual Int shutdown () { return TRUE ;}; // /<release resources used by shader
9595protected:
@@ -373,8 +373,6 @@ Bool ScreenBWFilter::postRender(FilterModes mode, Coord2D &scrollDelta,Bool &doE
373373
374374Int ScreenBWFilter::set (FilterModes mode)
375375{
376- HRESULT hr;
377-
378376 if (mode > FM_NULL_MODE)
379377 { // rendering a quad with redirected rendering surface tinted by pixel shader
380378
@@ -423,7 +421,7 @@ Int ScreenBWFilter::set(FilterModes mode)
423421 DX8Wrapper::Set_DX8_Render_State (D3DRS_ZWRITEENABLE,FALSE );
424422 DX8Wrapper::Apply_Render_State_Changes (); // force update of view and projection matrices
425423
426- hr= DX8Wrapper::_Get_D3D_Device8 ()-> SetPixelShader (m_dwBWPixelShader);
424+ DX8Wrapper::Set_Pixel_Shader (m_dwBWPixelShader);
427425 DX8Wrapper::_Get_D3D_Device8 ()->SetPixelShaderConstant (0 , D3DXVECTOR4 (0 .3f , 0 .59f , 0 .11f , 1 .0f ), 1 );
428426
429427 D3DXVECTOR4 color (1 .0f ,1 .0f ,1 .0f ,1 .0f ); // multiply color
@@ -468,8 +466,8 @@ Int ScreenBWFilter::set(FilterModes mode)
468466
469467void ScreenBWFilter::reset ()
470468{
471- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (0 ,nullptr ); // previously rendered frame inside this texture
472- DX8Wrapper::_Get_D3D_Device8 ()-> SetPixelShader (0 ); // turn off pixel shader
469+ DX8Wrapper::Set_DX8_Texture (0 ,nullptr ); // previously rendered frame inside this texture
470+ DX8Wrapper::Set_Pixel_Shader (0 ); // turn off pixel shader
473471 DX8Wrapper::Invalidate_Cached_Render_States ();
474472}
475473
@@ -793,9 +791,9 @@ Bool ScreenCrossFadeFilter::postRender(FilterModes mode, Coord2D &scrollDelta,Bo
793791 Int xpos, ypos, width, height;
794792 Real radius = 0 .0f ;
795793
796- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (0 ,tex); // previously rendered frame inside this texture
794+ DX8Wrapper::Set_DX8_Texture (0 ,tex); // previously rendered frame inside this texture
797795 if (mode == FM_VIEW_CROSSFADE_CIRCLE)
798- { DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (1 ,m_fadePatternTexture->Peek_D3D_Texture ());
796+ { DX8Wrapper::Set_DX8_Texture (1 ,m_fadePatternTexture->Peek_D3D_Texture ());
799797 // Use the current fade level to scale the mask texture, for other modes the texture
800798 // comes pre-scaled so doesn't require uv scaling.
801799 radius = (1 .0f -m_curFadeValue)*2 .0f ;
@@ -1657,7 +1655,7 @@ Int TerrainShader2Stage::set(Int pass)
16571655 switch (pass)
16581656 {
16591657 case 0 :
1660- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (0 , W3DShaderManager::getShaderTexture (0 )->Peek_D3D_Texture ());
1658+ DX8Wrapper::Set_DX8_Texture (0 , W3DShaderManager::getShaderTexture (0 )->Peek_D3D_Texture ());
16611659 DX8Wrapper::Set_DX8_Texture_Stage_State ( 0 , D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
16621660 DX8Wrapper::Set_DX8_Texture_Stage_State ( 0 , D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
16631661
@@ -1672,7 +1670,7 @@ Int TerrainShader2Stage::set(Int pass)
16721670 DX8Wrapper::Set_DX8_Render_State (D3DRS_ALPHABLENDENABLE,false );
16731671 break ;
16741672 case 1 :
1675- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (0 , W3DShaderManager::getShaderTexture (1 )->Peek_D3D_Texture ());
1673+ DX8Wrapper::Set_DX8_Texture (0 , W3DShaderManager::getShaderTexture (1 )->Peek_D3D_Texture ());
16761674 DX8Wrapper::Set_DX8_Texture_Stage_State ( 0 , D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
16771675 DX8Wrapper::Set_DX8_Texture_Stage_State ( 0 , D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
16781676
@@ -1719,7 +1717,7 @@ Int TerrainShader2Stage::set(Int pass)
17191717 if (W3DShaderManager::getCurrentShader () == W3DShaderManager::ST_TERRAIN_BASE_NOISE12)
17201718 {
17211719 // setup cloud pass
1722- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (0 , W3DShaderManager::getShaderTexture (2 )->Peek_D3D_Texture ());
1720+ DX8Wrapper::Set_DX8_Texture (0 , W3DShaderManager::getShaderTexture (2 )->Peek_D3D_Texture ());
17231721
17241722 updateNoise1 (&curView,&inv); // update curView with texture matrix
17251723 DX8Wrapper::_Set_DX8_Transform (D3DTS_TEXTURE0, curView);
@@ -1728,7 +1726,7 @@ Int TerrainShader2Stage::set(Int pass)
17281726 DX8Wrapper::Set_DX8_Texture_Stage_State (0 , D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
17291727
17301728 // setup noise pass
1731- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (1 , W3DShaderManager::getShaderTexture (3 )->Peek_D3D_Texture ());
1729+ DX8Wrapper::Set_DX8_Texture (1 , W3DShaderManager::getShaderTexture (3 )->Peek_D3D_Texture ());
17321730
17331731 updateNoise2 (&curView,&inv);
17341732 DX8Wrapper::_Set_DX8_Transform (D3DTS_TEXTURE1, curView);
@@ -1752,7 +1750,7 @@ Int TerrainShader2Stage::set(Int pass)
17521750 // Now setup the texture pipeline.
17531751 if (W3DShaderManager::getCurrentShader () == W3DShaderManager::ST_TERRAIN_BASE_NOISE1)
17541752 { // setup cloud pass
1755- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (0 , W3DShaderManager::getShaderTexture (2 )->Peek_D3D_Texture ());
1753+ DX8Wrapper::Set_DX8_Texture (0 , W3DShaderManager::getShaderTexture (2 )->Peek_D3D_Texture ());
17561754 updateNoise1 (&curView,&inv); // update curView with texture matrix
17571755 DX8Wrapper::Set_DX8_Texture_Stage_State (0 , D3DTSS_MINFILTER, D3DTEXF_LINEAR);
17581756 DX8Wrapper::Set_DX8_Texture_Stage_State (0 , D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
@@ -2004,8 +2002,8 @@ Int TerrainShaderPixelShader::set(Int pass)
20042002 DX8Wrapper::Apply_Render_State_Changes ();
20052003
20062004 // setup base pass
2007- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (0 , W3DShaderManager::getShaderTexture (0 )->Peek_D3D_Texture ());
2008- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (1 , W3DShaderManager::getShaderTexture (1 )->Peek_D3D_Texture ());
2005+ DX8Wrapper::Set_DX8_Texture (0 , W3DShaderManager::getShaderTexture (0 )->Peek_D3D_Texture ());
2006+ DX8Wrapper::Set_DX8_Texture (1 , W3DShaderManager::getShaderTexture (1 )->Peek_D3D_Texture ());
20092007
20102008 DX8Wrapper::Set_DX8_Texture_Stage_State ( 0 , D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
20112009 DX8Wrapper::Set_DX8_Texture_Stage_State ( 0 , D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
@@ -2055,9 +2053,9 @@ Int TerrainShaderPixelShader::set(Int pass)
20552053 { // full shader
20562054 DX8Wrapper::Set_DX8_Texture_Stage_State (3 , D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
20572055 DX8Wrapper::Set_DX8_Texture_Stage_State (3 , D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
2058- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (2 , W3DShaderManager::getShaderTexture (2 )->Peek_D3D_Texture ());
2059- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (3 , W3DShaderManager::getShaderTexture (3 )->Peek_D3D_Texture ());
2060- DX8Wrapper::_Get_D3D_Device8 ()-> SetPixelShader (m_dwBaseNoise2PixelShader);
2056+ DX8Wrapper::Set_DX8_Texture (2 , W3DShaderManager::getShaderTexture (2 )->Peek_D3D_Texture ());
2057+ DX8Wrapper::Set_DX8_Texture (3 , W3DShaderManager::getShaderTexture (3 )->Peek_D3D_Texture ());
2058+ DX8Wrapper::Set_Pixel_Shader (m_dwBaseNoise2PixelShader);
20612059
20622060 DX8Wrapper::Set_DX8_Texture_Stage_State (2 , D3DTSS_MINFILTER, D3DTEXF_LINEAR);
20632061 DX8Wrapper::Set_DX8_Texture_Stage_State (2 , D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
@@ -2077,18 +2075,18 @@ Int TerrainShaderPixelShader::set(Int pass)
20772075 }
20782076 else
20792077 { // single noise texture shader
2080- DX8Wrapper::_Get_D3D_Device8 ()-> SetPixelShader (m_dwBaseNoise1PixelShader);
2078+ DX8Wrapper::Set_Pixel_Shader (m_dwBaseNoise1PixelShader);
20812079
20822080 if (W3DShaderManager::getCurrentShader () == W3DShaderManager::ST_TERRAIN_BASE_NOISE1)
20832081 { // cloud map
2084- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (2 , W3DShaderManager::getShaderTexture (2 )->Peek_D3D_Texture ());
2082+ DX8Wrapper::Set_DX8_Texture (2 , W3DShaderManager::getShaderTexture (2 )->Peek_D3D_Texture ());
20852083 terrainShader2Stage.updateNoise1 (&curView,&inv); // update curView with texture matrix
20862084 DX8Wrapper::Set_DX8_Texture_Stage_State (2 , D3DTSS_MINFILTER, D3DTEXF_LINEAR);
20872085 DX8Wrapper::Set_DX8_Texture_Stage_State (2 , D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
20882086 }
20892087 else
20902088 { // light map
2091- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (2 , W3DShaderManager::getShaderTexture (3 )->Peek_D3D_Texture ());
2089+ DX8Wrapper::Set_DX8_Texture (2 , W3DShaderManager::getShaderTexture (3 )->Peek_D3D_Texture ());
20922090 terrainShader2Stage.updateNoise2 (&curView,&inv); // update curView with texture matrix
20932091 DX8Wrapper::Set_DX8_Texture_Stage_State (2 , D3DTSS_MINFILTER, D3DTEXF_POINT);
20942092 DX8Wrapper::Set_DX8_Texture_Stage_State (2 , D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
@@ -2098,21 +2096,21 @@ Int TerrainShaderPixelShader::set(Int pass)
20982096 }
20992097 else
21002098 { // just base texturing
2101- DX8Wrapper::_Get_D3D_Device8 ()-> SetPixelShader (m_dwBasePixelShader);
2099+ DX8Wrapper::Set_Pixel_Shader (m_dwBasePixelShader);
21022100 }
21032101
21042102 return TRUE ;
21052103}
21062104
21072105void TerrainShaderPixelShader::reset ()
21082106{
2109- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (2 ,nullptr ); // release reference to any texture
2110- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (3 ,nullptr ); // release reference to any texture
2107+ DX8Wrapper::Set_DX8_Texture (2 ,nullptr ); // release reference to any texture
2108+ DX8Wrapper::Set_DX8_Texture (3 ,nullptr ); // release reference to any texture
21112109
2112- DX8Wrapper::_Get_D3D_Device8 ()-> SetPixelShader (0 ); // turn off pixel shader
2110+ DX8Wrapper::Set_Pixel_Shader (0 ); // turn off pixel shader
21132111
2114- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (0 , nullptr );
2115- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (1 , nullptr );
2112+ DX8Wrapper::Set_DX8_Texture (0 , nullptr );
2113+ DX8Wrapper::Set_DX8_Texture (1 , nullptr );
21162114
21172115 DX8Wrapper::Set_DX8_Texture_Stage_State ( 0 , D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
21182116 DX8Wrapper::Set_DX8_Texture_Stage_State ( 0 , D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|0 );
@@ -2183,7 +2181,7 @@ Int CloudTextureShader::set(Int stage)
21832181 DX8Wrapper::Set_DX8_Texture_Stage_State ( stage, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
21842182 DX8Wrapper::Set_DX8_Texture_Stage_State ( stage, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
21852183
2186- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (stage, W3DShaderManager::getShaderTexture (stage)->Peek_D3D_Texture ());
2184+ DX8Wrapper::Set_DX8_Texture (stage, W3DShaderManager::getShaderTexture (stage)->Peek_D3D_Texture ());
21872185
21882186 m_stageOfSet=stage;
21892187 return TRUE ;
@@ -2192,7 +2190,7 @@ Int CloudTextureShader::set(Int stage)
21922190void CloudTextureShader::reset ()
21932191{
21942192 // Free reference to texture
2195- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (m_stageOfSet, nullptr );
2193+ DX8Wrapper::Set_DX8_Texture (m_stageOfSet, nullptr );
21962194 // Turn off texture projection
21972195 DX8Wrapper::Set_DX8_Texture_Stage_State ( m_stageOfSet, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
21982196 DX8Wrapper::Set_DX8_Texture_Stage_State ( m_stageOfSet, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|m_stageOfSet);
@@ -2321,7 +2319,7 @@ Int RoadShaderPixelShader::set(Int pass)
23212319 DX8Wrapper::Set_Texture (1 ,W3DShaderManager::getShaderTexture (1 ));
23222320 DX8Wrapper::Set_Texture (2 ,W3DShaderManager::getShaderTexture (2 ));
23232321
2324- DX8Wrapper::_Get_D3D_Device8 ()-> SetPixelShader (m_dwBaseNoise2PixelShader);
2322+ DX8Wrapper::Set_Pixel_Shader (m_dwBaseNoise2PixelShader);
23252323
23262324 DX8Wrapper::Set_DX8_Texture_Stage_State (1 , D3DTSS_MINFILTER, D3DTEXF_LINEAR);
23272325 DX8Wrapper::Set_DX8_Texture_Stage_State (1 , D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
@@ -2345,7 +2343,7 @@ Int RoadShaderPixelShader::set(Int pass)
23452343void RoadShaderPixelShader::reset ()
23462344{
23472345
2348- DX8Wrapper::_Get_D3D_Device8 ()-> SetPixelShader (0 ); // turn off pixel shader
2346+ DX8Wrapper::Set_Pixel_Shader (0 ); // turn off pixel shader
23492347
23502348 DX8Wrapper::Set_DX8_Texture_Stage_State ( 0 , D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
23512349 DX8Wrapper::Set_DX8_Texture_Stage_State ( 0 , D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|0 );
@@ -3303,7 +3301,7 @@ Int FlatTerrainShader2Stage::set(Int pass)
33033301 DX8Wrapper::Set_DX8_Texture_Stage_State ( 0 , D3DTSS_COLORARG1, D3DTA_TEXTURE );
33043302 DX8Wrapper::Set_DX8_Texture_Stage_State ( 0 , D3DTSS_COLORARG2, D3DTA_DIFFUSE );
33053303 if (W3DShaderManager::getShaderTexture (0 )) {
3306- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (0 , W3DShaderManager::getShaderTexture (0 )->Peek_D3D_Texture ());
3304+ DX8Wrapper::Set_DX8_Texture (0 , W3DShaderManager::getShaderTexture (0 )->Peek_D3D_Texture ());
33073305 DX8Wrapper::Set_DX8_Texture_Stage_State ( 0 , D3DTSS_COLORARG1, D3DTA_TEXTURE );
33083306 DX8Wrapper::Set_DX8_Texture_Stage_State ( 0 , D3DTSS_COLORARG2, D3DTA_CURRENT );
33093307 DX8Wrapper::Set_DX8_Texture_Stage_State ( 0 , D3DTSS_COLOROP, D3DTOP_MODULATE );
@@ -3402,7 +3400,7 @@ Int FlatTerrainShader2Stage::set(Int pass)
34023400 // clouds always need bilinear filtering
34033401 DX8Wrapper::Set_DX8_Texture_Stage_State (0 , D3DTSS_MINFILTER, D3DTEXF_LINEAR);
34043402 DX8Wrapper::Set_DX8_Texture_Stage_State (0 , D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
3405- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (0 , W3DShaderManager::getShaderTexture (2 )->Peek_D3D_Texture ());
3403+ DX8Wrapper::Set_DX8_Texture (0 , W3DShaderManager::getShaderTexture (2 )->Peek_D3D_Texture ());
34063404
34073405 // setup noise pass
34083406
@@ -3422,14 +3420,14 @@ Int FlatTerrainShader2Stage::set(Int pass)
34223420
34233421 DX8Wrapper::Set_DX8_Texture_Stage_State ( 1 , D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
34243422 DX8Wrapper::Set_DX8_Texture_Stage_State ( 1 , D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
3425- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (1 , W3DShaderManager::getShaderTexture (3 )->Peek_D3D_Texture ());
3423+ DX8Wrapper::Set_DX8_Texture (1 , W3DShaderManager::getShaderTexture (3 )->Peek_D3D_Texture ());
34263424 }
34273425 else
34283426 { // only 1 noise or cloud texture
34293427 // Now setup the texture pipeline.
34303428 if (W3DShaderManager::getCurrentShader () == W3DShaderManager::ST_FLAT_TERRAIN_BASE_NOISE1)
34313429 { // setup cloud pass
3432- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (0 , W3DShaderManager::getShaderTexture (2 )->Peek_D3D_Texture ());
3430+ DX8Wrapper::Set_DX8_Texture (0 , W3DShaderManager::getShaderTexture (2 )->Peek_D3D_Texture ());
34333431 terrainShader2Stage.updateNoise1 (&curView,&inv); // update curView with texture matrix
34343432 DX8Wrapper::Set_DX8_Texture_Stage_State (0 , D3DTSS_MINFILTER, D3DTEXF_LINEAR);
34353433 DX8Wrapper::Set_DX8_Texture_Stage_State (0 , D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
@@ -3620,7 +3618,7 @@ Int FlatTerrainShaderPixelShader::set(Int pass)
36203618 DX8Wrapper::Set_DX8_Texture_Stage_State ( curStage, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
36213619 DX8Wrapper::Set_DX8_Texture_Stage_State ( curStage, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
36223620 DX8Wrapper::Set_DX8_Texture_Stage_State ( curStage, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
3623- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (curStage, shroud->getShroudTexture ()->Peek_D3D_Texture ());
3621+ DX8Wrapper::Set_DX8_Texture (curStage, shroud->getShroudTexture ()->Peek_D3D_Texture ());
36243622 curStage++;
36253623 if (curStage==1 ) curStage++;
36263624 }
@@ -3641,7 +3639,7 @@ Int FlatTerrainShaderPixelShader::set(Int pass)
36413639
36423640 DX8Wrapper::Set_DX8_Texture_Stage_State (curStage, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
36433641 DX8Wrapper::Set_DX8_Texture_Stage_State (curStage, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
3644- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (curStage, W3DShaderManager::getShaderTexture (2 )->Peek_D3D_Texture ());
3642+ DX8Wrapper::Set_DX8_Texture (curStage, W3DShaderManager::getShaderTexture (2 )->Peek_D3D_Texture ());
36453643 terrainShader2Stage.updateNoise1 (&curView,&inv); // update curView with texture matrix
36463644 DX8Wrapper::_Set_DX8_Transform ((D3DTRANSFORMSTATETYPE )(D3DTS_TEXTURE0+curStage), curView);
36473645 DX8Wrapper::Set_DX8_Texture_Stage_State (curStage, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
@@ -3668,7 +3666,7 @@ Int FlatTerrainShaderPixelShader::set(Int pass)
36683666
36693667 DX8Wrapper::Set_DX8_Texture_Stage_State (curStage, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
36703668 DX8Wrapper::Set_DX8_Texture_Stage_State (curStage, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
3671- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (curStage, W3DShaderManager::getShaderTexture (3 )->Peek_D3D_Texture ());
3669+ DX8Wrapper::Set_DX8_Texture (curStage, W3DShaderManager::getShaderTexture (3 )->Peek_D3D_Texture ());
36723670 terrainShader2Stage.updateNoise2 (&curView,&inv); // update curView with texture matrix
36733671 DX8Wrapper::_Set_DX8_Transform ((D3DTRANSFORMSTATETYPE )(D3DTS_TEXTURE0+curStage), curView);
36743672 DX8Wrapper::Set_DX8_Texture_Stage_State (curStage, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
@@ -3678,13 +3676,13 @@ Int FlatTerrainShaderPixelShader::set(Int pass)
36783676 if (curStage==1 ) curStage++;
36793677 }
36803678 if (curStage<2 ) {
3681- DX8Wrapper::_Get_D3D_Device8 ()-> SetPixelShader (m_dwBase0PixelShader);
3679+ DX8Wrapper::Set_Pixel_Shader (m_dwBase0PixelShader);
36823680 } else if (curStage==2 ) {
3683- DX8Wrapper::_Get_D3D_Device8 ()-> SetPixelShader (m_dwBasePixelShader);
3681+ DX8Wrapper::Set_Pixel_Shader (m_dwBasePixelShader);
36843682 } else if (curStage==3 ) {
3685- DX8Wrapper::_Get_D3D_Device8 ()-> SetPixelShader (m_dwBaseNoise1PixelShader);
3683+ DX8Wrapper::Set_Pixel_Shader (m_dwBaseNoise1PixelShader);
36863684 }else if (curStage==4 ) {
3687- DX8Wrapper::_Get_D3D_Device8 ()-> SetPixelShader (m_dwBaseNoise2PixelShader);
3685+ DX8Wrapper::Set_Pixel_Shader (m_dwBaseNoise2PixelShader);
36883686 }
36893687 DX8Wrapper::_Get_D3D_Device8 ()->SetRenderState (D3DRS_ALPHABLENDENABLE, false );
36903688 DX8Wrapper::Apply_Render_State_Changes ();
@@ -3694,13 +3692,13 @@ Int FlatTerrainShaderPixelShader::set(Int pass)
36943692
36953693void FlatTerrainShaderPixelShader::reset ()
36963694{
3697- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (2 ,nullptr ); // release reference to any texture
3698- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (3 ,nullptr ); // release reference to any texture
3695+ DX8Wrapper::Set_DX8_Texture (2 ,nullptr ); // release reference to any texture
3696+ DX8Wrapper::Set_DX8_Texture (3 ,nullptr ); // release reference to any texture
36993697
3700- DX8Wrapper::_Get_D3D_Device8 ()-> SetPixelShader (0 ); // turn off pixel shader
3698+ DX8Wrapper::Set_Pixel_Shader (0 ); // turn off pixel shader
37013699
3702- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (0 , nullptr );
3703- DX8Wrapper::_Get_D3D_Device8 ()-> SetTexture (1 , nullptr );
3700+ DX8Wrapper::Set_DX8_Texture (0 , nullptr );
3701+ DX8Wrapper::Set_DX8_Texture (1 , nullptr );
37043702
37053703 DX8Wrapper::Set_DX8_Texture_Stage_State ( 0 , D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
37063704 DX8Wrapper::Set_DX8_Texture_Stage_State ( 0 , D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|0 );
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