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wine
wine-winehq
Commits
ef65fdda
Commit
ef65fdda
authored
Sep 27, 2012
by
Rico Schüller
Committed by
Alexandre Julliard
Sep 27, 2012
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d3dx9: Use float functions in D3DXQuaternionExp().
parent
9a281e5d
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math.c
dlls/d3dx9_36/math.c
+14
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dlls/d3dx9_36/math.c
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ef65fdda
...
@@ -1263,28 +1263,29 @@ D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3D
...
@@ -1263,28 +1263,29 @@ D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3D
return
pout
;
return
pout
;
}
}
D3DXQUATERNION
*
WINAPI
D3DXQuaternionExp
(
D3DXQUATERNION
*
pout
,
CONST
D3DXQUATERNION
*
p
q
)
D3DXQUATERNION
*
WINAPI
D3DXQuaternionExp
(
D3DXQUATERNION
*
out
,
const
D3DXQUATERNION
*
q
)
{
{
FLOAT
norm
;
FLOAT
norm
;
TRACE
(
"
(%p, %p)
\n
"
,
pout
,
p
q
);
TRACE
(
"
out %p, q %p
\n
"
,
out
,
q
);
norm
=
sqrt
(
pq
->
x
*
pq
->
x
+
pq
->
y
*
pq
->
y
+
pq
->
z
*
p
q
->
z
);
norm
=
sqrt
f
(
q
->
x
*
q
->
x
+
q
->
y
*
q
->
y
+
q
->
z
*
q
->
z
);
if
(
norm
)
if
(
norm
)
{
{
pout
->
x
=
sin
(
norm
)
*
p
q
->
x
/
norm
;
out
->
x
=
sinf
(
norm
)
*
q
->
x
/
norm
;
pout
->
y
=
sin
(
norm
)
*
p
q
->
y
/
norm
;
out
->
y
=
sinf
(
norm
)
*
q
->
y
/
norm
;
pout
->
z
=
sin
(
norm
)
*
p
q
->
z
/
norm
;
out
->
z
=
sinf
(
norm
)
*
q
->
z
/
norm
;
pout
->
w
=
cos
(
norm
);
out
->
w
=
cosf
(
norm
);
}
}
else
else
{
{
p
out
->
x
=
0
.
0
f
;
out
->
x
=
0
.
0
f
;
p
out
->
y
=
0
.
0
f
;
out
->
y
=
0
.
0
f
;
p
out
->
z
=
0
.
0
f
;
out
->
z
=
0
.
0
f
;
p
out
->
w
=
1
.
0
f
;
out
->
w
=
1
.
0
f
;
}
}
return
pout
;
return
out
;
}
}
D3DXQUATERNION
*
WINAPI
D3DXQuaternionInverse
(
D3DXQUATERNION
*
pout
,
CONST
D3DXQUATERNION
*
pq
)
D3DXQUATERNION
*
WINAPI
D3DXQuaternionInverse
(
D3DXQUATERNION
*
pout
,
CONST
D3DXQUATERNION
*
pq
)
...
...
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