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(XDK1) use d3d_vertex_buffer_lock for texture_image_render
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@ -1016,17 +1016,14 @@ static bool texture_image_render(void *data,
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{fX, fY + h, 0.0f, 0, 0, 1}
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};
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// load the existing vertices
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Vertex *pCurVerts;
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/* load the existing vertices */
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void *verts = d3d_vertex_buffer_lock(out_img->vertex_buf);
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HRESULT ret = out_img->vertex_buf->Lock(0, 0,
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(unsigned char**)&pCurVerts, 0);
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if (FAILED(ret))
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if (!verts)
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return false;
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// copy the new verts over the old verts
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memcpy(pCurVerts, newVerts, 4 * sizeof(Vertex));
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/* copy the new verts over the old verts */
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memcpy(verts, newVerts, sizeof(newVerts));
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out_img->vertex_buf->Unlock();
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d3d->dev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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