Nozomi Kodama : d3dx9: Simplify D3DXVector*Normalize.
Alexandre Julliard
julliard at winehq.org
Tue Sep 25 15:13:38 CDT 2012
Module: wine
Branch: master
Commit: 7c5d93b5048bed70f7bdef9fac9639b7bd2132ff
URL: http://source.winehq.org/git/wine.git/?a=commit;h=7c5d93b5048bed70f7bdef9fac9639b7bd2132ff
Author: Nozomi Kodama <nozomi.kodama at yahoo.com>
Date: Fri Sep 21 23:41:02 2012 +0800
d3dx9: Simplify D3DXVector*Normalize.
---
dlls/d3dx9_36/math.c | 36 ++++++++++++++++--------------------
1 files changed, 16 insertions(+), 20 deletions(-)
diff --git a/dlls/d3dx9_36/math.c b/dlls/d3dx9_36/math.c
index 4a477ec..cf9df29 100644
--- a/dlls/d3dx9_36/math.c
+++ b/dlls/d3dx9_36/math.c
@@ -1588,7 +1588,6 @@ D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, C
D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
{
- D3DXVECTOR2 out;
FLOAT norm;
TRACE("(%p, %p)\n", pout, pv);
@@ -1596,15 +1595,15 @@ D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
norm = D3DXVec2Length(pv);
if ( !norm )
{
- out.x = 0.0f;
- out.y = 0.0f;
+ pout->x = 0.0f;
+ pout->y = 0.0f;
}
else
{
- out.x = pv->x / norm;
- out.y = pv->y / norm;
+ pout->x = pv->x / norm;
+ pout->y = pv->y / norm;
}
- *pout=out;
+
return pout;
}
@@ -1729,7 +1728,6 @@ D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, C
D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
{
- D3DXVECTOR3 out;
FLOAT norm;
TRACE("(%p, %p)\n", pout, pv);
@@ -1737,17 +1735,17 @@ D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
norm = D3DXVec3Length(pv);
if ( !norm )
{
- out.x = 0.0f;
- out.y = 0.0f;
- out.z = 0.0f;
+ pout->x = 0.0f;
+ pout->y = 0.0f;
+ pout->z = 0.0f;
}
else
{
- out.x = pv->x / norm;
- out.y = pv->y / norm;
- out.z = pv->z / norm;
+ pout->x = pv->x / norm;
+ pout->y = pv->y / norm;
+ pout->z = pv->z / norm;
}
- *pout = out;
+
return pout;
}
@@ -1965,19 +1963,17 @@ D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, C
D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
{
- D3DXVECTOR4 out;
FLOAT norm;
TRACE("(%p, %p)\n", pout, pv);
norm = D3DXVec4Length(pv);
- out.x = pv->x / norm;
- out.y = pv->y / norm;
- out.z = pv->z / norm;
- out.w = pv->w / norm;
+ pout->x = pv->x / norm;
+ pout->y = pv->y / norm;
+ pout->z = pv->z / norm;
+ pout->w = pv->w / norm;
- *pout = out;
return pout;
}
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