Commit 8eca2df9 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

d3dx9: Implement D3DXComputeNormals().

parent 4346b79c
...@@ -23,7 +23,7 @@ ...@@ -23,7 +23,7 @@
@ stub D3DXComputeIMTFromSignal(ptr long long long long ptr ptr ptr ptr ptr) @ stub D3DXComputeIMTFromSignal(ptr long long long long ptr ptr ptr ptr ptr)
@ stub D3DXComputeIMTFromTexture(ptr ptr long long ptr ptr ptr) @ stub D3DXComputeIMTFromTexture(ptr ptr long long ptr ptr ptr)
@ stub D3DXComputeNormalMap(ptr ptr ptr long long long) @ stub D3DXComputeNormalMap(ptr ptr ptr long long long)
@ stub D3DXComputeNormals(ptr ptr) @ stdcall D3DXComputeNormals(ptr ptr)
@ stub D3DXComputeTangent(ptr long long long long ptr) @ stub D3DXComputeTangent(ptr long long long long ptr)
@ stub D3DXComputeTangentFrame(ptr long) @ stub D3DXComputeTangentFrame(ptr long)
@ stdcall D3DXComputeTangentFrameEx(ptr long long long long long long long long long ptr float float float ptr ptr) @ stdcall D3DXComputeTangentFrameEx(ptr long long long long long long long long long ptr float float float ptr ptr)
......
...@@ -7494,6 +7494,25 @@ done: ...@@ -7494,6 +7494,25 @@ done:
} }
/************************************************************************* /*************************************************************************
* D3DXComputeNormals (D3DX9_36.@)
*/
HRESULT WINAPI D3DXComputeNormals(struct ID3DXBaseMesh *mesh, const DWORD *adjacency)
{
TRACE("mesh %p, adjacency %p\n", mesh, adjacency);
if (mesh && (ID3DXMeshVtbl *)mesh->lpVtbl != &D3DXMesh_Vtbl)
{
ERR("Invalid virtual table\n");
return D3DERR_INVALIDCALL;
}
return D3DXComputeTangentFrameEx((ID3DXMesh *)mesh, D3DX_DEFAULT, 0,
D3DX_DEFAULT, 0, D3DX_DEFAULT, 0, D3DDECLUSAGE_NORMAL, 0,
D3DXTANGENT_GENERATE_IN_PLACE | D3DXTANGENT_CALCULATE_NORMALS,
adjacency, -1.01f, -0.01f, -1.01f, NULL, NULL);
}
/*************************************************************************
* D3DXIntersect (D3DX9_36.@) * D3DXIntersect (D3DX9_36.@)
*/ */
HRESULT WINAPI D3DXIntersect(ID3DXBaseMesh *mesh, const D3DXVECTOR3 *ray_pos, const D3DXVECTOR3 *ray_dir, HRESULT WINAPI D3DXIntersect(ID3DXBaseMesh *mesh, const D3DXVECTOR3 *ray_pos, const D3DXVECTOR3 *ray_dir,
......
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