d3dx9_36 [patch 1/2: try 2]: Implement D3DXSHEvalDirectionalLight

Alexandre Julliard julliard at winehq.org
Thu Sep 13 13:14:38 CDT 2012


Nozomi Kodama <nozomi.kodama at yahoo.com> writes:

> @@ -2231,6 +2231,40 @@ FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, CONST D3DXVECTOR3 *dir
>      return out;
>  }
>  
> +HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, CONST D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *Rout, FLOAT *Gout, FLOAT *Bout)
> +{
> +    FLOAT s, temp[36];
> +    UINT j;
> +
> +    TRACE("Order %u, Vector %p, Red %f, Green %f, Blue %f, Rout %p, Gout %p, Bout %p\n", order, dir, Rintensity, Gintensity, Bintensity, Rout, Gout, Bout);
> +
> +    if ( order > D3DXSH_MAXORDER )
> +    {
> +        FIXME("This case is not implemented yet. Anyway, following to MSDN, this case should not happen\n");
> +        
> +        return D3D_OK;
> +    }

You should test the expected results for that case too, the
implementation should be easy either way.

-- 
Alexandre Julliard
julliard at winehq.org



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