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(XDK1) We don't use state blocks so DIRTYFLAGS can go
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@ -40,9 +40,7 @@
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D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler); \
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D3D__TextureState[sampler][type] = value
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#define RD3DDevice_SetTransform(device, State, pMatrix) \
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D3DDIRTY_TRANSFORM(State); \
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D3DDevice_SetTransform(State, pMatrix);
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#define RD3DDevice_SetTransform(device, State, pMatrix) D3DDevice_SetTransform(State, pMatrix)
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#define RD3DDevice_SetVertexShader(device, handle) D3DDevice_SetVertexShader(handle)
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#define RD3DVertexBuffer_Lock(device, OffsetToLock, SizeToLock, ppbData, Flags) *ppbData = D3DVertexBuffer_Lock2(device, Flags) + OffsetToLock
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