=?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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