Am Montag 16 April 2007 01:29 schrieb David.Adam@math.cnrs.fr: +/* Add Two Vectors */ +LPD3DVECTOR D3DRMAPI D3DRMVectorAdd(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
I personally prefer D3DVECTOR * over LPD3DVECTOR, but I don't know if there's any rule for that. If in doubt follow your personal preferences.
+ ok( ((fabs(expectedvec.x-gotvec.x)<0.000001)&&(fabs(expectedvec.y-gotvec.y)<0.000001)&&(fabs(expectedvec.z-gotvec.z)<0.000001)), \ Perhaps its better to make 0.000001 a constant?
+ todo_wine { + expect_vec(e,r); + } Why did you make this a TODO_WINE if you just imlemented the function?
On Wed, 18 Apr 2007, Stefan Dösinger wrote:
Am Montag 16 April 2007 01:29 schrieb David.Adam@math.cnrs.fr: +/* Add Two Vectors */ +LPD3DVECTOR D3DRMAPI D3DRMVectorAdd(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
I personally prefer D3DVECTOR * over LPD3DVECTOR, but I don't know if there's any rule for that. If in doubt follow your personal preferences.
The rule is to follow what the DirectX SDK does. In this case it uses LPD3DVECTOR so that what we should do too.