=?UTF-8?Q?Rico=20Sch=C3=BCller=20?=: d3dx9: Use float function in D3DXFresnelTerm().

Alexandre Julliard julliard at winehq.org
Fri Sep 28 11:39:03 CDT 2012


Module: wine
Branch: master
Commit: aa344fc88d2fa3c39647e68be113dcb6c0ac43dc
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=aa344fc88d2fa3c39647e68be113dcb6c0ac43dc

Author: Rico Schüller <kgbricola at web.de>
Date:   Fri Sep 28 08:43:14 2012 +0200

d3dx9: Use float function in D3DXFresnelTerm().

---

 dlls/d3dx9_36/math.c |    9 +++++----
 1 files changed, 5 insertions(+), 4 deletions(-)

diff --git a/dlls/d3dx9_36/math.c b/dlls/d3dx9_36/math.c
index 24303d2..a3aa07e 100644
--- a/dlls/d3dx9_36/math.c
+++ b/dlls/d3dx9_36/math.c
@@ -81,13 +81,14 @@ FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex)
 {
     FLOAT a, d, g, result;
 
-    TRACE("(%f, %f)\n", costheta, refractionindex);
+    TRACE("costheta %f, refractionindex %f)\n", costheta, refractionindex);
 
-    g = sqrt(refractionindex * refractionindex + costheta * costheta - 1.0f);
+    g = sqrtf(refractionindex * refractionindex + costheta * costheta - 1.0f);
     a = g + costheta;
     d = g - costheta;
-    result = ( costheta * a - 1.0f ) * ( costheta * a - 1.0f ) / ( ( costheta * d + 1.0f ) * ( costheta * d + 1.0f ) ) + 1.0f;
-    result = result * 0.5f * d * d / ( a * a );
+    result = (costheta * a - 1.0f) * (costheta * a - 1.0f) / ((costheta * d + 1.0f) * (costheta * d + 1.0f)) + 1.0f;
+    result *= 0.5f * d * d / (a * a);
+
     return result;
 }
 




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