Module: wine Branch: master Commit: 7c5d93b5048bed70f7bdef9fac9639b7bd2132ff URL: http://source.winehq.org/git/wine.git/?a=commit;h=7c5d93b5048bed70f7bdef9fac...
Author: Nozomi Kodama nozomi.kodama@yahoo.com Date: Fri Sep 21 23:41:02 2012 +0800
d3dx9: Simplify D3DXVector*Normalize.
---
dlls/d3dx9_36/math.c | 36 ++++++++++++++++-------------------- 1 files changed, 16 insertions(+), 20 deletions(-)
diff --git a/dlls/d3dx9_36/math.c b/dlls/d3dx9_36/math.c index 4a477ec..cf9df29 100644 --- a/dlls/d3dx9_36/math.c +++ b/dlls/d3dx9_36/math.c @@ -1588,7 +1588,6 @@ D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, C
D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv) { - D3DXVECTOR2 out; FLOAT norm;
TRACE("(%p, %p)\n", pout, pv); @@ -1596,15 +1595,15 @@ D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv) norm = D3DXVec2Length(pv); if ( !norm ) { - out.x = 0.0f; - out.y = 0.0f; + pout->x = 0.0f; + pout->y = 0.0f; } else { - out.x = pv->x / norm; - out.y = pv->y / norm; + pout->x = pv->x / norm; + pout->y = pv->y / norm; } - *pout=out; + return pout; }
@@ -1729,7 +1728,6 @@ D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, C
D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv) { - D3DXVECTOR3 out; FLOAT norm;
TRACE("(%p, %p)\n", pout, pv); @@ -1737,17 +1735,17 @@ D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv) norm = D3DXVec3Length(pv); if ( !norm ) { - out.x = 0.0f; - out.y = 0.0f; - out.z = 0.0f; + pout->x = 0.0f; + pout->y = 0.0f; + pout->z = 0.0f; } else { - out.x = pv->x / norm; - out.y = pv->y / norm; - out.z = pv->z / norm; + pout->x = pv->x / norm; + pout->y = pv->y / norm; + pout->z = pv->z / norm; } - *pout = out; + return pout; }
@@ -1965,19 +1963,17 @@ D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, C
D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv) { - D3DXVECTOR4 out; FLOAT norm;
TRACE("(%p, %p)\n", pout, pv);
norm = D3DXVec4Length(pv);
- out.x = pv->x / norm; - out.y = pv->y / norm; - out.z = pv->z / norm; - out.w = pv->w / norm; + pout->x = pv->x / norm; + pout->y = pv->y / norm; + pout->z = pv->z / norm; + pout->w = pv->w / norm;
- *pout = out; return pout; }