Commit 7c5d93b5 authored by Nozomi Kodama's avatar Nozomi Kodama Committed by Alexandre Julliard

d3dx9: Simplify D3DXVector*Normalize.

parent 10d12539
...@@ -1588,7 +1588,6 @@ D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, C ...@@ -1588,7 +1588,6 @@ D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, C
D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv) D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
{ {
D3DXVECTOR2 out;
FLOAT norm; FLOAT norm;
TRACE("(%p, %p)\n", pout, pv); TRACE("(%p, %p)\n", pout, pv);
...@@ -1596,15 +1595,15 @@ D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv) ...@@ -1596,15 +1595,15 @@ D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
norm = D3DXVec2Length(pv); norm = D3DXVec2Length(pv);
if ( !norm ) if ( !norm )
{ {
out.x = 0.0f; pout->x = 0.0f;
out.y = 0.0f; pout->y = 0.0f;
} }
else else
{ {
out.x = pv->x / norm; pout->x = pv->x / norm;
out.y = pv->y / norm; pout->y = pv->y / norm;
} }
*pout=out;
return pout; return pout;
} }
...@@ -1729,7 +1728,6 @@ D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, C ...@@ -1729,7 +1728,6 @@ D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, C
D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv) D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
{ {
D3DXVECTOR3 out;
FLOAT norm; FLOAT norm;
TRACE("(%p, %p)\n", pout, pv); TRACE("(%p, %p)\n", pout, pv);
...@@ -1737,17 +1735,17 @@ D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv) ...@@ -1737,17 +1735,17 @@ D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
norm = D3DXVec3Length(pv); norm = D3DXVec3Length(pv);
if ( !norm ) if ( !norm )
{ {
out.x = 0.0f; pout->x = 0.0f;
out.y = 0.0f; pout->y = 0.0f;
out.z = 0.0f; pout->z = 0.0f;
} }
else else
{ {
out.x = pv->x / norm; pout->x = pv->x / norm;
out.y = pv->y / norm; pout->y = pv->y / norm;
out.z = pv->z / norm; pout->z = pv->z / norm;
} }
*pout = out;
return pout; return pout;
} }
...@@ -1965,19 +1963,17 @@ D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, C ...@@ -1965,19 +1963,17 @@ D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, C
D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv) D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
{ {
D3DXVECTOR4 out;
FLOAT norm; FLOAT norm;
TRACE("(%p, %p)\n", pout, pv); TRACE("(%p, %p)\n", pout, pv);
norm = D3DXVec4Length(pv); norm = D3DXVec4Length(pv);
out.x = pv->x / norm; pout->x = pv->x / norm;
out.y = pv->y / norm; pout->y = pv->y / norm;
out.z = pv->z / norm; pout->z = pv->z / norm;
out.w = pv->w / norm; pout->w = pv->w / norm;
*pout = out;
return pout; return pout;
} }
......
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