Re: d3dx9_36 [patch 1/2: try 2]: Implement D3DXSHEvalDirectionalLight
Nozomi Kodama <nozomi.kodama(a)yahoo.com> writes:
@@ -2231,6 +2231,40 @@ FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, CONST D3DXVECTOR3 *dir return out; }
+HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, CONST D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *Rout, FLOAT *Gout, FLOAT *Bout) +{ + FLOAT s, temp[36]; + UINT j; + + TRACE("Order %u, Vector %p, Red %f, Green %f, Blue %f, Rout %p, Gout %p, Bout %p\n", order, dir, Rintensity, Gintensity, Bintensity, Rout, Gout, Bout); + + if ( order > D3DXSH_MAXORDER ) + { + FIXME("This case is not implemented yet. Anyway, following to MSDN, this case should not happen\n"); + + return D3D_OK; + }
You should test the expected results for that case too, the implementation should be easy either way. -- Alexandre Julliard julliard(a)winehq.org
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Alexandre Julliard