David Adam : d3dx9: Fix D3DXQuaternionInverse to make tests pass in Windows .
Alexandre Julliard
julliard at winehq.org
Fri Jul 17 09:03:32 CDT 2009
Module: wine
Branch: master
Commit: 831d6b588663b355ccbefcffc239f818d85b98e2
URL: http://source.winehq.org/git/wine.git/?a=commit;h=831d6b588663b355ccbefcffc239f818d85b98e2
Author: David Adam <david.adam.cnrs at gmail.com>
Date: Fri Jul 17 11:30:29 2009 +0200
d3dx9: Fix D3DXQuaternionInverse to make tests pass in Windows.
---
dlls/d3dx9_36/math.c | 22 ++++++++--------------
dlls/d3dx9_36/tests/math.c | 7 ++++---
2 files changed, 12 insertions(+), 17 deletions(-)
diff --git a/dlls/d3dx9_36/math.c b/dlls/d3dx9_36/math.c
index f80a5db..bcb2006 100644
--- a/dlls/d3dx9_36/math.c
+++ b/dlls/d3dx9_36/math.c
@@ -1182,23 +1182,17 @@ D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERN
D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
{
+ D3DXQUATERNION out;
FLOAT norm;
norm = D3DXQuaternionLengthSq(pq);
- if ( !norm )
- {
- pout->x = 0.0f;
- pout->y = 0.0f;
- pout->z = 0.0f;
- pout->w = 0.0f;
- }
- else
- {
- pout->x = -pq->x / norm;
- pout->y = -pq->y / norm;
- pout->z = -pq->z / norm;
- pout->w = pq->w / norm;
- }
+
+ out.x = -pq->x / norm;
+ out.y = -pq->y / norm;
+ out.z = -pq->z / norm;
+ out.w = pq->w / norm;
+
+ *pout =out;
return pout;
}
diff --git a/dlls/d3dx9_36/tests/math.c b/dlls/d3dx9_36/tests/math.c
index 722198a..cdbfc1d 100644
--- a/dlls/d3dx9_36/tests/math.c
+++ b/dlls/d3dx9_36/tests/math.c
@@ -699,11 +699,12 @@ static void D3DXQuaternionTest(void)
expectedquat.x = -1.0f/121.0f; expectedquat.y = -2.0f/121.0f; expectedquat.z = -4.0f/121.0f; expectedquat.w = 10.0f/121.0f;
D3DXQuaternionInverse(&gotquat,&q);
expect_vec4(expectedquat,gotquat);
- /* test the null quaternion */
- expectedquat.x = 0.0f; expectedquat.y = 0.0f; expectedquat.z = 0.0f; expectedquat.w = 0.0f;
- D3DXQuaternionInverse(&gotquat,&nul);
+
+ expectedquat.x = 1.0f; expectedquat.y = 2.0f; expectedquat.z = 4.0f; expectedquat.w = 10.0f;
+ D3DXQuaternionInverse(&gotquat,&gotquat);
expect_vec4(expectedquat,gotquat);
+
/*_______________D3DXQuaternionIsIdentity________________*/
s.x = 0.0f; s.y = 0.0f; s.z = 0.0f; s.w = 1.0f;
expectedbool = TRUE;
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