Commit 0457333f authored by Philip Nilsson's avatar Philip Nilsson Committed by Alexandre Julliard

d3dx9: Implement the D3DXVec*Array functions.

parent c0b3af34
...@@ -8,7 +8,8 @@ IMPORTS = d3d9 d3dx8 kernel32 ...@@ -8,7 +8,8 @@ IMPORTS = d3d9 d3dx8 kernel32
C_SRCS = \ C_SRCS = \
d3dx9_36_main.c \ d3dx9_36_main.c \
font.c font.c \
math.c
@MAKE_DLL_RULES@ @MAKE_DLL_RULES@
......
...@@ -307,30 +307,30 @@ ...@@ -307,30 +307,30 @@
@ stdcall D3DXVec2Hermite(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec2Hermite @ stdcall D3DXVec2Hermite(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec2Hermite
@ stdcall D3DXVec2Normalize(ptr ptr) d3dx8.D3DXVec2Normalize @ stdcall D3DXVec2Normalize(ptr ptr) d3dx8.D3DXVec2Normalize
@ stdcall D3DXVec2Transform(ptr ptr ptr) d3dx8.D3DXVec2Transform @ stdcall D3DXVec2Transform(ptr ptr ptr) d3dx8.D3DXVec2Transform
@ stub D3DXVec2TransformArray @ stdcall D3DXVec2TransformArray(ptr long ptr long ptr long)
@ stdcall D3DXVec2TransformCoord(ptr ptr ptr) d3dx8.D3DXVec2TransformCoord @ stdcall D3DXVec2TransformCoord(ptr ptr ptr) d3dx8.D3DXVec2TransformCoord
@ stub D3DXVec2TransformCoordArray @ stdcall D3DXVec2TransformCoordArray(ptr long ptr long ptr long)
@ stdcall D3DXVec2TransformNormal(ptr ptr ptr) d3dx8.D3DXVec2TransformNormal @ stdcall D3DXVec2TransformNormal(ptr ptr ptr) d3dx8.D3DXVec2TransformNormal
@ stub D3DXVec2TransformNormalArray @ stdcall D3DXVec2TransformNormalArray(ptr long ptr long ptr long)
@ stdcall D3DXVec3BaryCentric(ptr ptr ptr ptr long long) d3dx8.D3DXVec3BaryCentric @ stdcall D3DXVec3BaryCentric(ptr ptr ptr ptr long long) d3dx8.D3DXVec3BaryCentric
@ stdcall D3DXVec3CatmullRom(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec3CatmullRom @ stdcall D3DXVec3CatmullRom(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec3CatmullRom
@ stdcall D3DXVec3Hermite(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec3Hermite @ stdcall D3DXVec3Hermite(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec3Hermite
@ stdcall D3DXVec3Normalize(ptr ptr) d3dx8.D3DXVec3Normalize @ stdcall D3DXVec3Normalize(ptr ptr) d3dx8.D3DXVec3Normalize
@ stdcall D3DXVec3Project(ptr ptr ptr ptr ptr ptr) d3dx8.D3DXVec3Project @ stdcall D3DXVec3Project(ptr ptr ptr ptr ptr ptr) d3dx8.D3DXVec3Project
@ stub D3DXVec3ProjectArray @ stdcall D3DXVec3ProjectArray(ptr long ptr long ptr ptr ptr ptr long)
@ stdcall D3DXVec3Transform(ptr ptr ptr) d3dx8.D3DXVec3Transform @ stdcall D3DXVec3Transform(ptr ptr ptr) d3dx8.D3DXVec3Transform
@ stub D3DXVec3TransformArray @ stdcall D3DXVec3TransformArray(ptr long ptr long ptr long)
@ stdcall D3DXVec3TransformCoord(ptr ptr ptr) d3dx8.D3DXVec3TransformCoord @ stdcall D3DXVec3TransformCoord(ptr ptr ptr) d3dx8.D3DXVec3TransformCoord
@ stub D3DXVec3TransformCoordArray @ stdcall D3DXVec3TransformCoordArray(ptr long ptr long ptr long)
@ stdcall D3DXVec3TransformNormal(ptr ptr ptr) d3dx8.D3DXVec3TransformNormal @ stdcall D3DXVec3TransformNormal(ptr ptr ptr) d3dx8.D3DXVec3TransformNormal
@ stub D3DXVec3TransformNormalArray @ stdcall D3DXVec3TransformNormalArray(ptr long ptr long ptr long)
@ stdcall D3DXVec3Unproject(ptr ptr ptr ptr ptr ptr) d3dx8.D3DXVec3Unproject @ stdcall D3DXVec3Unproject(ptr ptr ptr ptr ptr ptr) d3dx8.D3DXVec3Unproject
@ stub D3DXVec3UnprojectArray @ stdcall D3DXVec3UnprojectArray(ptr long ptr long ptr ptr ptr ptr long)
@ stdcall D3DXVec4BaryCentric(ptr ptr ptr ptr long long) d3dx8.D3DXVec4BaryCentric @ stdcall D3DXVec4BaryCentric(ptr ptr ptr ptr long long) d3dx8.D3DXVec4BaryCentric
@ stdcall D3DXVec4CatmullRom(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec4CatmullRom @ stdcall D3DXVec4CatmullRom(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec4CatmullRom
@ stdcall D3DXVec4Cross(ptr ptr ptr ptr) d3dx8.D3DXVec4Cross @ stdcall D3DXVec4Cross(ptr ptr ptr ptr) d3dx8.D3DXVec4Cross
@ stdcall D3DXVec4Hermite(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec4Hermite @ stdcall D3DXVec4Hermite(ptr ptr ptr ptr ptr long) d3dx8.D3DXVec4Hermite
@ stdcall D3DXVec4Normalize(ptr ptr) d3dx8.D3DXVec4Normalize @ stdcall D3DXVec4Normalize(ptr ptr) d3dx8.D3DXVec4Normalize
@ stdcall D3DXVec4Transform(ptr ptr ptr) d3dx8.D3DXVec4Transform @ stdcall D3DXVec4Transform(ptr ptr ptr) d3dx8.D3DXVec4Transform
@ stub D3DXVec4TransformArray @ stdcall D3DXVec4TransformArray(ptr long ptr long ptr long)
@ stub D3DXWeldVertices @ stub D3DXWeldVertices
/*
* Mathematical operations specific to D3DX9.
*
* Copyright (C) 2008 Philip Nilsson
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "windef.h"
#include "wingdi.h"
#include "wine/debug.h"
#include "d3dx9.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
/*************************************************************************
* D3DXVec2TransformArray
*
* Transform an array of vectors by a matrix.
*/
D3DXVECTOR4* WINAPI D3DXVec2TransformArray(
D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
unsigned int i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec2Transform(
(D3DXVECTOR4*)((char*)out + outstride * i),
(CONST D3DXVECTOR2*)((const char*)in + instride * i),
matrix);
}
return out;
}
/*************************************************************************
* D3DXVec2TransformCoordArray
*/
D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(
D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
unsigned int i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec2TransformCoord(
(D3DXVECTOR2*)((char*)out + outstride * i),
(CONST D3DXVECTOR2*)((const char*)in + instride * i),
matrix);
}
return out;
}
/*************************************************************************
* D3DXVec2TransformNormalArray
*/
D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(
D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride,
CONST D3DXMATRIX *matrix, UINT elements)
{
unsigned int i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec2TransformNormal(
(D3DXVECTOR2*)((char*)out + outstride * i),
(CONST D3DXVECTOR2*)((const char*)in + instride * i),
matrix);
}
return out;
}
/*************************************************************************
* D3DXVec3ProjectArray
*
* Projects an array of vectors to the screen.
*/
D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(
D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection,
CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
{
unsigned int i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec3Project(
(D3DXVECTOR3*)((char*)out + outstride * i),
(CONST D3DXVECTOR3*)((const char*)in + instride * i),
viewport, projection, view, world);
}
return out;
}
/*************************************************************************
* D3DXVec3TransformArray
*/
D3DXVECTOR4* WINAPI D3DXVec3TransformArray(
D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
unsigned int i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec3Transform(
(D3DXVECTOR4*)((char*)out + outstride * i),
(CONST D3DXVECTOR3*)((const char*)in + instride * i),
matrix);
}
return out;
}
/*************************************************************************
* D3DXVec3TransformCoordArray
*/
D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(
D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
unsigned int i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec3TransformCoord(
(D3DXVECTOR3*)((char*)out + outstride * i),
(CONST D3DXVECTOR3*)((const char*)in + instride * i),
matrix);
}
return out;
}
/*************************************************************************
* D3DXVec3TransformNormalArray
*/
D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(
D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
unsigned int i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec3TransformNormal(
(D3DXVECTOR3*)((char*)out + outstride * i),
(CONST D3DXVECTOR3*)((const char*)in + instride * i),
matrix);
}
return out;
}
/*************************************************************************
* D3DXVec3UnprojectArray
*/
D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(
D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection,
CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
{
unsigned int i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec3Unproject(
(D3DXVECTOR3*)((char*)out + outstride * i),
(CONST D3DXVECTOR3*)((const char*)in + instride * i),
viewport, projection, view, world);
}
return out;
}
/*************************************************************************
* D3DXVec4TransformArray
*/
D3DXVECTOR4* WINAPI D3DXVec4TransformArray(
D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR4* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
unsigned int i;
TRACE("\n");
for (i = 0; i < elements; ++i) {
D3DXVec4Transform(
(D3DXVECTOR4*)((char*)out + outstride * i),
(CONST D3DXVECTOR4*)((const char*)in + instride * i),
matrix);
}
return out;
}
...@@ -321,18 +321,26 @@ D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0 ...@@ -321,18 +321,26 @@ D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0
D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s); D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s);
D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv); D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv);
D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm); D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm); D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm); D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g); D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g);
D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s); D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s);
D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s); D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s);
D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv); D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv);
D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld); D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld, UINT n);
D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm); D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm); D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm); D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld); D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld, UINT n);
D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g); D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s); D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s);
...@@ -340,6 +348,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CON ...@@ -340,6 +348,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CON
D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s); D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s);
D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv); D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv);
D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm); D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm);
D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR4 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
#ifdef __cplusplus #ifdef __cplusplus
} }
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment