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wine
wine-winehq
Commits
ae0d8b5e
Commit
ae0d8b5e
authored
May 01, 2013
by
Rico Schüller
Committed by
Alexandre Julliard
May 01, 2013
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Plain Diff
d3dx9: Remove unneeded variables.
parent
daa51160
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Showing
1 changed file
with
62 additions
and
58 deletions
+62
-58
math.c
dlls/d3dx9_36/math.c
+62
-58
No files found.
dlls/d3dx9_36/math.c
View file @
ae0d8b5e
...
...
@@ -348,66 +348,70 @@ D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, cons
return
pout
;
}
D3DXMATRIX
*
WINAPI
D3DXMatrixLookAtLH
(
D3DXMATRIX
*
pout
,
const
D3DXVECTOR3
*
peye
,
const
D3DXVECTOR3
*
pat
,
const
D3DXVECTOR3
*
pup
)
{
D3DXVECTOR3
right
,
rightn
,
up
,
upn
,
vec
,
vec2
;
TRACE
(
"pout %p, peye %p, pat %p, pup %p
\n
"
,
pout
,
peye
,
pat
,
pup
);
D3DXVec3Subtract
(
&
vec2
,
pat
,
peye
);
D3DXVec3Normalize
(
&
vec
,
&
vec2
);
D3DXVec3Cross
(
&
right
,
pup
,
&
vec
);
D3DXVec3Cross
(
&
up
,
&
vec
,
&
right
);
D3DXVec3Normalize
(
&
rightn
,
&
right
);
D3DXVec3Normalize
(
&
upn
,
&
up
);
pout
->
u
.
m
[
0
][
0
]
=
rightn
.
x
;
pout
->
u
.
m
[
1
][
0
]
=
rightn
.
y
;
pout
->
u
.
m
[
2
][
0
]
=
rightn
.
z
;
pout
->
u
.
m
[
3
][
0
]
=
-
D3DXVec3Dot
(
&
rightn
,
peye
);
pout
->
u
.
m
[
0
][
1
]
=
upn
.
x
;
pout
->
u
.
m
[
1
][
1
]
=
upn
.
y
;
pout
->
u
.
m
[
2
][
1
]
=
upn
.
z
;
pout
->
u
.
m
[
3
][
1
]
=
-
D3DXVec3Dot
(
&
upn
,
peye
);
pout
->
u
.
m
[
0
][
2
]
=
vec
.
x
;
pout
->
u
.
m
[
1
][
2
]
=
vec
.
y
;
pout
->
u
.
m
[
2
][
2
]
=
vec
.
z
;
pout
->
u
.
m
[
3
][
2
]
=
-
D3DXVec3Dot
(
&
vec
,
peye
);
pout
->
u
.
m
[
0
][
3
]
=
0
.
0
f
;
pout
->
u
.
m
[
1
][
3
]
=
0
.
0
f
;
pout
->
u
.
m
[
2
][
3
]
=
0
.
0
f
;
pout
->
u
.
m
[
3
][
3
]
=
1
.
0
f
;
return
pout
;
D3DXMATRIX
*
WINAPI
D3DXMatrixLookAtLH
(
D3DXMATRIX
*
out
,
const
D3DXVECTOR3
*
eye
,
const
D3DXVECTOR3
*
at
,
const
D3DXVECTOR3
*
up
)
{
D3DXVECTOR3
right
,
upn
,
vec
;
TRACE
(
"out %p, eye %p, at %p, up %p
\n
"
,
out
,
eye
,
at
,
up
);
D3DXVec3Subtract
(
&
vec
,
at
,
eye
);
D3DXVec3Normalize
(
&
vec
,
&
vec
);
D3DXVec3Cross
(
&
right
,
up
,
&
vec
);
D3DXVec3Cross
(
&
upn
,
&
vec
,
&
right
);
D3DXVec3Normalize
(
&
right
,
&
right
);
D3DXVec3Normalize
(
&
upn
,
&
upn
);
out
->
u
.
m
[
0
][
0
]
=
right
.
x
;
out
->
u
.
m
[
1
][
0
]
=
right
.
y
;
out
->
u
.
m
[
2
][
0
]
=
right
.
z
;
out
->
u
.
m
[
3
][
0
]
=
-
D3DXVec3Dot
(
&
right
,
eye
);
out
->
u
.
m
[
0
][
1
]
=
upn
.
x
;
out
->
u
.
m
[
1
][
1
]
=
upn
.
y
;
out
->
u
.
m
[
2
][
1
]
=
upn
.
z
;
out
->
u
.
m
[
3
][
1
]
=
-
D3DXVec3Dot
(
&
upn
,
eye
);
out
->
u
.
m
[
0
][
2
]
=
vec
.
x
;
out
->
u
.
m
[
1
][
2
]
=
vec
.
y
;
out
->
u
.
m
[
2
][
2
]
=
vec
.
z
;
out
->
u
.
m
[
3
][
2
]
=
-
D3DXVec3Dot
(
&
vec
,
eye
);
out
->
u
.
m
[
0
][
3
]
=
0
.
0
f
;
out
->
u
.
m
[
1
][
3
]
=
0
.
0
f
;
out
->
u
.
m
[
2
][
3
]
=
0
.
0
f
;
out
->
u
.
m
[
3
][
3
]
=
1
.
0
f
;
return
out
;
}
D3DXMATRIX
*
WINAPI
D3DXMatrixLookAtRH
(
D3DXMATRIX
*
pout
,
const
D3DXVECTOR3
*
peye
,
const
D3DXVECTOR3
*
pat
,
const
D3DXVECTOR3
*
pup
)
{
D3DXVECTOR3
right
,
rightn
,
up
,
upn
,
vec
,
vec2
;
TRACE
(
"pout %p, peye %p, pat %p, pup %p
\n
"
,
pout
,
peye
,
pat
,
pup
);
D3DXVec3Subtract
(
&
vec2
,
pat
,
peye
);
D3DXVec3Normalize
(
&
vec
,
&
vec2
);
D3DXVec3Cross
(
&
right
,
pup
,
&
vec
);
D3DXVec3Cross
(
&
up
,
&
vec
,
&
right
);
D3DXVec3Normalize
(
&
rightn
,
&
right
);
D3DXVec3Normalize
(
&
upn
,
&
up
);
pout
->
u
.
m
[
0
][
0
]
=
-
rightn
.
x
;
pout
->
u
.
m
[
1
][
0
]
=
-
rightn
.
y
;
pout
->
u
.
m
[
2
][
0
]
=
-
rightn
.
z
;
pout
->
u
.
m
[
3
][
0
]
=
D3DXVec3Dot
(
&
rightn
,
peye
);
pout
->
u
.
m
[
0
][
1
]
=
upn
.
x
;
pout
->
u
.
m
[
1
][
1
]
=
upn
.
y
;
pout
->
u
.
m
[
2
][
1
]
=
upn
.
z
;
pout
->
u
.
m
[
3
][
1
]
=
-
D3DXVec3Dot
(
&
upn
,
peye
);
pout
->
u
.
m
[
0
][
2
]
=
-
vec
.
x
;
pout
->
u
.
m
[
1
][
2
]
=
-
vec
.
y
;
pout
->
u
.
m
[
2
][
2
]
=
-
vec
.
z
;
pout
->
u
.
m
[
3
][
2
]
=
D3DXVec3Dot
(
&
vec
,
peye
);
pout
->
u
.
m
[
0
][
3
]
=
0
.
0
f
;
pout
->
u
.
m
[
1
][
3
]
=
0
.
0
f
;
pout
->
u
.
m
[
2
][
3
]
=
0
.
0
f
;
pout
->
u
.
m
[
3
][
3
]
=
1
.
0
f
;
return
pout
;
D3DXMATRIX
*
WINAPI
D3DXMatrixLookAtRH
(
D3DXMATRIX
*
out
,
const
D3DXVECTOR3
*
eye
,
const
D3DXVECTOR3
*
at
,
const
D3DXVECTOR3
*
up
)
{
D3DXVECTOR3
right
,
upn
,
vec
;
TRACE
(
"out %p, eye %p, at %p, up %p
\n
"
,
out
,
eye
,
at
,
up
);
D3DXVec3Subtract
(
&
vec
,
at
,
eye
);
D3DXVec3Normalize
(
&
vec
,
&
vec
);
D3DXVec3Cross
(
&
right
,
up
,
&
vec
);
D3DXVec3Cross
(
&
upn
,
&
vec
,
&
right
);
D3DXVec3Normalize
(
&
right
,
&
right
);
D3DXVec3Normalize
(
&
upn
,
&
upn
);
out
->
u
.
m
[
0
][
0
]
=
-
right
.
x
;
out
->
u
.
m
[
1
][
0
]
=
-
right
.
y
;
out
->
u
.
m
[
2
][
0
]
=
-
right
.
z
;
out
->
u
.
m
[
3
][
0
]
=
D3DXVec3Dot
(
&
right
,
eye
);
out
->
u
.
m
[
0
][
1
]
=
upn
.
x
;
out
->
u
.
m
[
1
][
1
]
=
upn
.
y
;
out
->
u
.
m
[
2
][
1
]
=
upn
.
z
;
out
->
u
.
m
[
3
][
1
]
=
-
D3DXVec3Dot
(
&
upn
,
eye
);
out
->
u
.
m
[
0
][
2
]
=
-
vec
.
x
;
out
->
u
.
m
[
1
][
2
]
=
-
vec
.
y
;
out
->
u
.
m
[
2
][
2
]
=
-
vec
.
z
;
out
->
u
.
m
[
3
][
2
]
=
D3DXVec3Dot
(
&
vec
,
eye
);
out
->
u
.
m
[
0
][
3
]
=
0
.
0
f
;
out
->
u
.
m
[
1
][
3
]
=
0
.
0
f
;
out
->
u
.
m
[
2
][
3
]
=
0
.
0
f
;
out
->
u
.
m
[
3
][
3
]
=
1
.
0
f
;
return
out
;
}
D3DXMATRIX
*
WINAPI
D3DXMatrixMultiply
(
D3DXMATRIX
*
pout
,
const
D3DXMATRIX
*
pm1
,
const
D3DXMATRIX
*
pm2
)
...
...
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