d3dx9_36 [patch 5/5]: Implement D3DXSHEvalSphericalLight

Rico Schüller kgbricola at web.de
Tue Oct 9 12:21:58 CDT 2012


On 09.10.2012 09:50, Nozomi Kodama wrote:
> +    CONST FLOAT coeff[6] = {
> +        2.0f * sqrtf(D3DX_PI), 2.0f * sqrtf(D3DX_PI / 3.0f), 0.4f * sqrtf(5.0f * D3DX_PI),
> +        2.0f * sqrtf(D3DX_PI / 7.0f), 2.0f / 3.0f * sqrtf(D3DX_PI), 2.0f * sqrt (D3DX_PI / 11.0f) };

Pretty much the same comments as for D3DXSHEvalConeLight apply here too. 
Beside that, does it make sens to define the coeffs with a better name 
as static and reuse them? They seem to be the same for both usages.

Cheers
Rico



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