Renamed IDirect3DDevice8 into D3DDevice
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@ -2134,7 +2134,7 @@ extern boolean XTL::IsValidCurrentShader(void)
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DWORD Handle;
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EMUPATCH(IDirect3DDevice8_GetVertexShader)(&Handle);
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EMUPATCH(D3DDevice_GetVertexShader)(&Handle);
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//printf( "VS = 0x%.08X\n", Handle );
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@ -267,7 +267,7 @@ VOID WINAPI XTL::EMUPATCH(XGSetTextureHeader)
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// Generate a temporary texture and fill in the necessary fields within
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// the X_D3DTexture interface (lazy, I know).
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pTempTexture = (X_D3DTexture*) XTL::EMUPATCH(IDirect3DDevice8_CreateTexture2)(Width, Height, 0, Levels, Usage, Format,
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pTempTexture = (X_D3DTexture*) XTL::EMUPATCH(D3DDevice_CreateTexture2)(Width, Height, 0, Levels, Usage, Format,
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XTL::D3DRTYPE_TEXTURE);
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