Hi
Both your patch and mine fail to pass the attached tests. More thoughts are needed.
Nozomi
Hi Nozomi,
the huge arrays, the loop, it looks a bit ugly. Your implementation makes the D3DXSHRotateZ function a >bit more compatible. What comes into my mind is: D3DXSHRotateZ(out, y, 1,25f, in); D3DXSHRotateZ(out, y, 1,25f, out); D3DXSHRotateZ(out, y, 1,25f, &out[x]); // x ... 1 - y * y D3DXSHRotateZ(&out[x], y, 1,25f, out); // x ... 1 - y * y
Do the last 2 also work and are they producing the same values as
native?
Attached is a simple hack to succeed your test, it has some major stuff which needs to be fixed first, but >nevertheless, please have a look. I think the implementation could be a lot smaller and faster. What do you >think? I'd like to hear your opinion, before you try to send a patch.
+FLOAT * WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, CONST FLOAT *in) There is a double space after "order,".
Cheers Rico