Signed-off-by: Alex Henrie alexhenrie24@gmail.com --- v2: Calculating b isn't actually necessary at all. --- dlls/d3dx9_36/mesh.c | 7 ++----- 1 file changed, 2 insertions(+), 5 deletions(-)
diff --git a/dlls/d3dx9_36/mesh.c b/dlls/d3dx9_36/mesh.c index 5e0bb98efc..381d19a2ee 100644 --- a/dlls/d3dx9_36/mesh.c +++ b/dlls/d3dx9_36/mesh.c @@ -2413,16 +2413,13 @@ BOOL WINAPI D3DXSphereBoundProbe(const D3DXVECTOR3 *pcenter, float radius, const D3DXVECTOR3 *prayposition, const D3DXVECTOR3 *praydirection) { D3DXVECTOR3 difference; - FLOAT a, b, c, d; + FLOAT a, c;
a = D3DXVec3LengthSq(praydirection); if (!D3DXVec3Subtract(&difference, prayposition, pcenter)) return FALSE; - b = D3DXVec3Dot(&difference, praydirection); c = D3DXVec3LengthSq(&difference) - radius * radius; - d = b * b - a * c;
- if ( ( d <= 0.0f ) || ( sqrt(d) <= b ) ) return FALSE; - return TRUE; + return ( a * c < 0 ); }
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