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wine
wine-winehq
Commits
3c278d7e
Commit
3c278d7e
authored
Jul 20, 2012
by
Nozomi Kodama
Committed by
Alexandre Julliard
Jul 20, 2012
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Plain Diff
d3dx9_36: Add some traces.
parent
d7250e97
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math.c
dlls/d3dx9_36/math.c
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dlls/d3dx9_36/math.c
View file @
3c278d7e
...
...
@@ -91,6 +91,8 @@ D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scalin
{
D3DXMATRIX
m1
,
m2
,
m3
,
m4
,
m5
;
TRACE
(
"(%p, %f, %p, %p, %p)
\n
"
,
pout
,
scaling
,
rotationcenter
,
rotation
,
translation
);
D3DXMatrixScaling
(
&
m1
,
scaling
,
scaling
,
scaling
);
if
(
!
rotationcenter
)
...
...
@@ -123,6 +125,8 @@ D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pout, FLOAT scal
D3DXQUATERNION
rot
;
D3DXVECTOR3
rot_center
,
trans
;
TRACE
(
"(%p, %f, %p, %f, %p)
\n
"
,
pout
,
scaling
,
protationcenter
,
rotation
,
ptranslation
);
rot
.
w
=
cos
(
rotation
/
2
.
0
f
);
rot
.
x
=
0
.
0
f
;
rot
.
y
=
0
.
0
f
;
...
...
@@ -173,6 +177,8 @@ HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutr
D3DXMATRIX
normalized
;
D3DXVECTOR3
vec
;
TRACE
(
"(%p, %p, %p, %p)
\n
"
,
poutscale
,
poutrotation
,
pouttranslation
,
pm
);
/*Compute the scaling part.*/
vec
.
x
=
pm
->
u
.
m
[
0
][
0
];
vec
.
y
=
pm
->
u
.
m
[
0
][
1
];
...
...
@@ -216,6 +222,8 @@ FLOAT WINAPI D3DXMatrixDeterminant(CONST D3DXMATRIX *pm)
D3DXVECTOR4
minor
,
v1
,
v2
,
v3
;
FLOAT
det
;
TRACE
(
"(%p)
\n
"
,
pm
);
v1
.
x
=
pm
->
u
.
m
[
0
][
0
];
v1
.
y
=
pm
->
u
.
m
[
1
][
0
];
v1
.
z
=
pm
->
u
.
m
[
2
][
0
];
v1
.
w
=
pm
->
u
.
m
[
3
][
0
];
v2
.
x
=
pm
->
u
.
m
[
0
][
1
];
v2
.
y
=
pm
->
u
.
m
[
1
][
1
];
v2
.
z
=
pm
->
u
.
m
[
2
][
1
];
v2
.
w
=
pm
->
u
.
m
[
3
][
1
];
v3
.
x
=
pm
->
u
.
m
[
0
][
2
];
v3
.
y
=
pm
->
u
.
m
[
1
][
2
];
v3
.
z
=
pm
->
u
.
m
[
2
][
2
];
v3
.
w
=
pm
->
u
.
m
[
3
][
2
];
...
...
@@ -231,6 +239,8 @@ D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONS
D3DXVECTOR4
v
,
vec
[
3
];
FLOAT
det
;
TRACE
(
"(%p, %p, %p)
\n
"
,
pout
,
pdeterminant
,
pm
);
det
=
D3DXMatrixDeterminant
(
pm
);
if
(
!
det
)
return
NULL
;
if
(
pdeterminant
)
*
pdeterminant
=
det
;
...
...
@@ -263,6 +273,8 @@ D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye,
{
D3DXVECTOR3
right
,
rightn
,
up
,
upn
,
vec
,
vec2
;
TRACE
(
"(%p, %p, %p, %p)
\n
"
,
pout
,
peye
,
pat
,
pup
);
D3DXVec3Subtract
(
&
vec2
,
pat
,
peye
);
D3DXVec3Normalize
(
&
vec
,
&
vec2
);
D3DXVec3Cross
(
&
right
,
pup
,
&
vec
);
...
...
@@ -292,6 +304,8 @@ D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye,
{
D3DXVECTOR3
right
,
rightn
,
up
,
upn
,
vec
,
vec2
;
TRACE
(
"(%p, %p, %p, %p)
\n
"
,
pout
,
peye
,
pat
,
pup
);
D3DXVec3Subtract
(
&
vec2
,
pat
,
peye
);
D3DXVec3Normalize
(
&
vec
,
&
vec2
);
D3DXVec3Cross
(
&
right
,
pup
,
&
vec
);
...
...
@@ -322,6 +336,8 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C
D3DXMATRIX
out
;
int
i
,
j
;
TRACE
(
"(%p, %p, %p)
\n
"
,
pout
,
pm1
,
pm2
);
for
(
i
=
0
;
i
<
4
;
i
++
)
{
for
(
j
=
0
;
j
<
4
;
j
++
)
...
...
@@ -336,6 +352,8 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C
D3DXMATRIX
*
WINAPI
D3DXMatrixMultiplyTranspose
(
D3DXMATRIX
*
pout
,
CONST
D3DXMATRIX
*
pm1
,
CONST
D3DXMATRIX
*
pm2
)
{
TRACE
(
"%p, %p, %p)
\n
"
,
pout
,
pm1
,
pm2
);
D3DXMatrixMultiply
(
pout
,
pm1
,
pm2
);
D3DXMatrixTranspose
(
pout
,
pout
);
return
pout
;
...
...
@@ -343,6 +361,8 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRI
D3DXMATRIX
*
WINAPI
D3DXMatrixOrthoLH
(
D3DXMATRIX
*
pout
,
FLOAT
w
,
FLOAT
h
,
FLOAT
zn
,
FLOAT
zf
)
{
TRACE
(
"(%p, %f, %f, %f, %f)
\n
"
,
pout
,
w
,
h
,
zn
,
zf
);
D3DXMatrixIdentity
(
pout
);
pout
->
u
.
m
[
0
][
0
]
=
2
.
0
f
/
w
;
pout
->
u
.
m
[
1
][
1
]
=
2
.
0
f
/
h
;
...
...
@@ -353,6 +373,8 @@ D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT z
D3DXMATRIX
*
WINAPI
D3DXMatrixOrthoOffCenterLH
(
D3DXMATRIX
*
pout
,
FLOAT
l
,
FLOAT
r
,
FLOAT
b
,
FLOAT
t
,
FLOAT
zn
,
FLOAT
zf
)
{
TRACE
(
"(%p, %f, %f, %f, %f, %f, %f)
\n
"
,
pout
,
l
,
r
,
b
,
t
,
zn
,
zf
);
D3DXMatrixIdentity
(
pout
);
pout
->
u
.
m
[
0
][
0
]
=
2
.
0
f
/
(
r
-
l
);
pout
->
u
.
m
[
1
][
1
]
=
2
.
0
f
/
(
t
-
b
);
...
...
@@ -365,6 +387,8 @@ D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r
D3DXMATRIX
*
WINAPI
D3DXMatrixOrthoOffCenterRH
(
D3DXMATRIX
*
pout
,
FLOAT
l
,
FLOAT
r
,
FLOAT
b
,
FLOAT
t
,
FLOAT
zn
,
FLOAT
zf
)
{
TRACE
(
"(%p, %f, %f, %f, %f, %f, %f)
\n
"
,
pout
,
l
,
r
,
b
,
t
,
zn
,
zf
);
D3DXMatrixIdentity
(
pout
);
pout
->
u
.
m
[
0
][
0
]
=
2
.
0
f
/
(
r
-
l
);
pout
->
u
.
m
[
1
][
1
]
=
2
.
0
f
/
(
t
-
b
);
...
...
@@ -377,6 +401,8 @@ D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r
D3DXMATRIX
*
WINAPI
D3DXMatrixOrthoRH
(
D3DXMATRIX
*
pout
,
FLOAT
w
,
FLOAT
h
,
FLOAT
zn
,
FLOAT
zf
)
{
TRACE
(
"(%p, %f, %f, %f, %f)
\n
"
,
pout
,
w
,
h
,
zn
,
zf
);
D3DXMatrixIdentity
(
pout
);
pout
->
u
.
m
[
0
][
0
]
=
2
.
0
f
/
w
;
pout
->
u
.
m
[
1
][
1
]
=
2
.
0
f
/
h
;
...
...
@@ -387,6 +413,8 @@ D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT z
D3DXMATRIX
*
WINAPI
D3DXMatrixPerspectiveFovLH
(
D3DXMATRIX
*
pout
,
FLOAT
fovy
,
FLOAT
aspect
,
FLOAT
zn
,
FLOAT
zf
)
{
TRACE
(
"(%p, %f, %f, %f, %f)
\n
"
,
pout
,
fovy
,
aspect
,
zn
,
zf
);
D3DXMatrixIdentity
(
pout
);
pout
->
u
.
m
[
0
][
0
]
=
1
.
0
f
/
(
aspect
*
tan
(
fovy
/
2
.
0
f
));
pout
->
u
.
m
[
1
][
1
]
=
1
.
0
f
/
tan
(
fovy
/
2
.
0
f
);
...
...
@@ -399,6 +427,8 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOA
D3DXMATRIX
*
WINAPI
D3DXMatrixPerspectiveFovRH
(
D3DXMATRIX
*
pout
,
FLOAT
fovy
,
FLOAT
aspect
,
FLOAT
zn
,
FLOAT
zf
)
{
TRACE
(
"(%p, %f, %f, %f, %f)
\n
"
,
pout
,
fovy
,
aspect
,
zn
,
zf
);
D3DXMatrixIdentity
(
pout
);
pout
->
u
.
m
[
0
][
0
]
=
1
.
0
f
/
(
aspect
*
tan
(
fovy
/
2
.
0
f
));
pout
->
u
.
m
[
1
][
1
]
=
1
.
0
f
/
tan
(
fovy
/
2
.
0
f
);
...
...
@@ -411,6 +441,8 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOA
D3DXMATRIX
*
WINAPI
D3DXMatrixPerspectiveLH
(
D3DXMATRIX
*
pout
,
FLOAT
w
,
FLOAT
h
,
FLOAT
zn
,
FLOAT
zf
)
{
TRACE
(
"(%p, %f, %f, %f, %f)
\n
"
,
pout
,
w
,
h
,
zn
,
zf
);
D3DXMatrixIdentity
(
pout
);
pout
->
u
.
m
[
0
][
0
]
=
2
.
0
f
*
zn
/
w
;
pout
->
u
.
m
[
1
][
1
]
=
2
.
0
f
*
zn
/
h
;
...
...
@@ -423,6 +455,8 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, F
D3DXMATRIX
*
WINAPI
D3DXMatrixPerspectiveOffCenterLH
(
D3DXMATRIX
*
pout
,
FLOAT
l
,
FLOAT
r
,
FLOAT
b
,
FLOAT
t
,
FLOAT
zn
,
FLOAT
zf
)
{
TRACE
(
"(%p, %f, %f, %f, %f, %f, %f)
\n
"
,
pout
,
l
,
r
,
b
,
t
,
zn
,
zf
);
D3DXMatrixIdentity
(
pout
);
pout
->
u
.
m
[
0
][
0
]
=
2
.
0
f
*
zn
/
(
r
-
l
);
pout
->
u
.
m
[
1
][
1
]
=
-
2
.
0
f
*
zn
/
(
b
-
t
);
...
...
@@ -437,6 +471,8 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, F
D3DXMATRIX
*
WINAPI
D3DXMatrixPerspectiveOffCenterRH
(
D3DXMATRIX
*
pout
,
FLOAT
l
,
FLOAT
r
,
FLOAT
b
,
FLOAT
t
,
FLOAT
zn
,
FLOAT
zf
)
{
TRACE
(
"(%p, %f, %f, %f, %f, %f, %f)
\n
"
,
pout
,
l
,
r
,
b
,
t
,
zn
,
zf
);
D3DXMatrixIdentity
(
pout
);
pout
->
u
.
m
[
0
][
0
]
=
2
.
0
f
*
zn
/
(
r
-
l
);
pout
->
u
.
m
[
1
][
1
]
=
-
2
.
0
f
*
zn
/
(
b
-
t
);
...
...
@@ -451,6 +487,8 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, F
D3DXMATRIX
*
WINAPI
D3DXMatrixPerspectiveRH
(
D3DXMATRIX
*
pout
,
FLOAT
w
,
FLOAT
h
,
FLOAT
zn
,
FLOAT
zf
)
{
TRACE
(
"(%p, %f, %f, %f, %f)
\n
"
,
pout
,
w
,
h
,
zn
,
zf
);
D3DXMatrixIdentity
(
pout
);
pout
->
u
.
m
[
0
][
0
]
=
2
.
0
f
*
zn
/
w
;
pout
->
u
.
m
[
1
][
1
]
=
2
.
0
f
*
zn
/
h
;
...
...
@@ -465,6 +503,8 @@ D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane)
{
D3DXPLANE
Nplane
;
TRACE
(
"(%p, %p)
\n
"
,
pout
,
pplane
);
D3DXPlaneNormalize
(
&
Nplane
,
pplane
);
D3DXMatrixIdentity
(
pout
);
pout
->
u
.
m
[
0
][
0
]
=
1
.
0
f
-
2
.
0
f
*
Nplane
.
a
*
Nplane
.
a
;
...
...
@@ -486,6 +526,8 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *p
{
D3DXVECTOR3
v
;
TRACE
(
"(%p, %p, %f)
\n
"
,
pout
,
pv
,
angle
);
D3DXVec3Normalize
(
&
v
,
pv
);
D3DXMatrixIdentity
(
pout
);
pout
->
u
.
m
[
0
][
0
]
=
(
1
.
0
f
-
cos
(
angle
))
*
v
.
x
*
v
.
x
+
cos
(
angle
);
...
...
@@ -502,6 +544,8 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *p
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationQuaternion
(
D3DXMATRIX
*
pout
,
CONST
D3DXQUATERNION
*
pq
)
{
TRACE
(
"(%p, %p)
\n
"
,
pout
,
pq
);
D3DXMatrixIdentity
(
pout
);
pout
->
u
.
m
[
0
][
0
]
=
1
.
0
f
-
2
.
0
f
*
(
pq
->
y
*
pq
->
y
+
pq
->
z
*
pq
->
z
);
pout
->
u
.
m
[
0
][
1
]
=
2
.
0
f
*
(
pq
->
x
*
pq
->
y
+
pq
->
z
*
pq
->
w
);
...
...
@@ -517,6 +561,8 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUAT
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationX
(
D3DXMATRIX
*
pout
,
FLOAT
angle
)
{
TRACE
(
"(%p, %f)
\n
"
,
pout
,
angle
);
D3DXMatrixIdentity
(
pout
);
pout
->
u
.
m
[
1
][
1
]
=
cos
(
angle
);
pout
->
u
.
m
[
2
][
2
]
=
cos
(
angle
);
...
...
@@ -527,6 +573,8 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationY
(
D3DXMATRIX
*
pout
,
FLOAT
angle
)
{
TRACE
(
"(%p, %f)
\n
"
,
pout
,
angle
);
D3DXMatrixIdentity
(
pout
);
pout
->
u
.
m
[
0
][
0
]
=
cos
(
angle
);
pout
->
u
.
m
[
2
][
2
]
=
cos
(
angle
);
...
...
@@ -539,6 +587,8 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, F
{
D3DXMATRIX
m
;
TRACE
(
"(%p, %f, %f, %f)
\n
"
,
pout
,
yaw
,
pitch
,
roll
);
D3DXMatrixIdentity
(
pout
);
D3DXMatrixRotationZ
(
&
m
,
roll
);
D3DXMatrixMultiply
(
pout
,
pout
,
&
m
);
...
...
@@ -548,8 +598,11 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, F
D3DXMatrixMultiply
(
pout
,
pout
,
&
m
);
return
pout
;
}
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationZ
(
D3DXMATRIX
*
pout
,
FLOAT
angle
)
{
TRACE
(
"(%p, %f)
\n
"
,
pout
,
angle
);
D3DXMatrixIdentity
(
pout
);
pout
->
u
.
m
[
0
][
0
]
=
cos
(
angle
);
pout
->
u
.
m
[
1
][
1
]
=
cos
(
angle
);
...
...
@@ -560,6 +613,8 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
D3DXMATRIX
*
WINAPI
D3DXMatrixScaling
(
D3DXMATRIX
*
pout
,
FLOAT
sx
,
FLOAT
sy
,
FLOAT
sz
)
{
TRACE
(
"(%p, %f, %f, %f)
\n
"
,
pout
,
sx
,
sy
,
sz
);
D3DXMatrixIdentity
(
pout
);
pout
->
u
.
m
[
0
][
0
]
=
sx
;
pout
->
u
.
m
[
1
][
1
]
=
sy
;
...
...
@@ -572,6 +627,8 @@ D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight,
D3DXPLANE
Nplane
;
FLOAT
dot
;
TRACE
(
"(%p, %p, %p)
\n
"
,
pout
,
plight
,
pplane
);
D3DXPlaneNormalize
(
&
Nplane
,
pplane
);
dot
=
D3DXPlaneDot
(
&
Nplane
,
plight
);
pout
->
u
.
m
[
0
][
0
]
=
dot
-
Nplane
.
a
*
plight
->
x
;
...
...
@@ -599,6 +656,8 @@ D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3
D3DXQUATERNION
prc
;
D3DXVECTOR3
psc
,
pt
;
TRACE
(
"(%p, %p, %p, %p, %p, %p, %p)
\n
"
,
pout
,
pscalingcenter
,
pscalingrotation
,
pscaling
,
protationcenter
,
protation
,
ptranslation
);
if
(
!
pscalingcenter
)
{
psc
.
x
=
0
.
0
f
;
...
...
@@ -667,11 +726,14 @@ D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3
D3DXMatrixMultiply
(
pout
,
&
m1
,
&
m7
);
return
pout
;
}
D3DXMATRIX
*
WINAPI
D3DXMatrixTransformation2D
(
D3DXMATRIX
*
pout
,
CONST
D3DXVECTOR2
*
pscalingcenter
,
FLOAT
scalingrotation
,
CONST
D3DXVECTOR2
*
pscaling
,
CONST
D3DXVECTOR2
*
protationcenter
,
FLOAT
rotation
,
CONST
D3DXVECTOR2
*
ptranslation
)
{
D3DXQUATERNION
rot
,
sca_rot
;
D3DXVECTOR3
rot_center
,
sca
,
sca_center
,
trans
;
TRACE
(
"(%p, %p, %f, %p, %p, %f, %p)
\n
"
,
pout
,
pscalingcenter
,
scalingrotation
,
pscaling
,
protationcenter
,
rotation
,
ptranslation
);
if
(
pscalingcenter
)
{
sca_center
.
x
=
pscalingcenter
->
x
;
...
...
@@ -741,6 +803,8 @@ D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, CONST D3DXVECTOR
D3DXMATRIX
*
WINAPI
D3DXMatrixTranslation
(
D3DXMATRIX
*
pout
,
FLOAT
x
,
FLOAT
y
,
FLOAT
z
)
{
TRACE
(
"(%p, %f, %f, %f)
\n
"
,
pout
,
x
,
y
,
z
);
D3DXMatrixIdentity
(
pout
);
pout
->
u
.
m
[
3
][
0
]
=
x
;
pout
->
u
.
m
[
3
][
1
]
=
y
;
...
...
@@ -753,6 +817,8 @@ D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm)
CONST
D3DXMATRIX
m
=
*
pm
;
int
i
,
j
;
TRACE
(
"(%p, %p)
\n
"
,
pout
,
pm
);
for
(
i
=
0
;
i
<
4
;
i
++
)
for
(
j
=
0
;
j
<
4
;
j
++
)
pout
->
u
.
m
[
i
][
j
]
=
m
.
u
.
m
[
j
][
i
];
...
...
@@ -2175,6 +2241,8 @@ FLOAT* WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, CONST FLOAT *in
{
FLOAT
c1a
,
c2a
,
c3a
,
c4a
,
c5a
,
s1a
,
s2a
,
s3a
,
s4a
,
s5a
;
TRACE
(
"%p, %u, %f, %p)
\n
"
,
out
,
order
,
angle
,
in
);
c1a
=
cos
(
angle
);
c2a
=
cos
(
2
.
0
f
*
angle
);
c3a
=
cos
(
3
.
0
f
*
angle
);
...
...
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