Commit e420409b authored by Rico Schüller's avatar Rico Schüller Committed by Alexandre Julliard

d3dx9: Use float function in D3DXPlaneNormalize().

parent e13a589b
...@@ -1197,30 +1197,29 @@ D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *p ...@@ -1197,30 +1197,29 @@ D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *p
return pout; return pout;
} }
D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp) D3DXPLANE * WINAPI D3DXPlaneNormalize(D3DXPLANE *out, const D3DXPLANE *p)
{ {
D3DXPLANE out;
FLOAT norm; FLOAT norm;
TRACE("(%p, %p)\n", pout, pp); TRACE("out %p, p %p\n", out, p);
norm = sqrt(pp->a * pp->a + pp->b * pp->b + pp->c * pp->c); norm = sqrtf(p->a * p->a + p->b * p->b + p->c * p->c);
if ( norm ) if (norm)
{ {
out.a = pp->a / norm; out->a = p->a / norm;
out.b = pp->b / norm; out->b = p->b / norm;
out.c = pp->c / norm; out->c = p->c / norm;
out.d = pp->d / norm; out->d = p->d / norm;
} }
else else
{ {
out.a = 0.0f; out->a = 0.0f;
out.b = 0.0f; out->b = 0.0f;
out.c = 0.0f; out->c = 0.0f;
out.d = 0.0f; out->d = 0.0f;
} }
*pout = out;
return pout; return out;
} }
D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm) D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm)
......
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