On Tue, Jul 27, 2010 at 1:30 AM, Misha Koshelev <misha680 at gmail.com> wrote:
I have spent quite a bit of time with Henri on IRC re this patch (thank you so much) and it now has his blessing.
Hopefully everyone else's as well :)
Looks nice, but I have a question.
When you're going to actually implement D3DXCreateSphere (probably applies to subsequent mesh functions too), aren't you going to need big chunks of this code, like the compute_sphere and *_sincos_table functions?
Or are you going to use a different approach to compute the meshes in the actual implementation?
Octavian
Yes it is going to be fairly similar. A few exceptions:
* No mesh structure per se (vertex and index buffer inline in the actual function) * Definitely the sincos_table parts
You can see (a rather dated at this point) version here: http://github.com/misha680/wine/blob/master/dlls/d3dx9_36/mesh.c
Why do you ask?
Are you aware of a good way to share code between tests and the actual function?
Thank you Misha
p.s. I'm not really aware of another (better) approach to compute.