Add implementation of D3DRMVector* functions

Vijay Kiran Kamuju infyquest at gmail.com
Mon Mar 12 07:58:09 CDT 2007


Hi,

Can you update these comments to this bugzilla entry, #7442?

Thanks,
VJ

On 3/12/07, H. Verbeet <hverbeet at gmail.com> wrote:
> On 12/03/07, Vijay Kiran Kamuju <infyquest at gmail.com> wrote:
> > Hi,
> >
> > This is a patch by David Adams, implementing D3DRMVector* functions in d3drm.dll
> > I am sending the patch to this mailing list as this was posted on
> > bugzilla and awaiting review.
> >
>
> A few comments:
>
> >- * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
> >+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA
> 0;2110;-130;1, USA
> I don't think that change should be there.
>
> >+    LPD3DVECTOR result=(LPD3DVECTOR)(malloc(sizeof(LPD3DVECTOR)));
> That and other places in that patch should be using HeapAlloc/HeapFree
>
> >+LPD3DVECTOR D3DRMAPI D3DRMVectorRandom(LPD3DVECTOR d)
> >+{
> >+
> >+    srand(time(NULL));
> >+    d->x=(float)(rand());
> >+    d->y=(float)(rand());
> >+    d->z=(float)(rand());
> >+    TRACE("Random vector=(%f,%f,%f)\n",d->x,d->y,d->z);
> >+    return d;
> >+}
> I'm not sure about this, but I'm thinking it might be better to
> generate a normalized vector there.
>
> - The indentation in D3DRMVectorRotate is a bit of a mess
> - Writing test cases doesn't hurt, and in this case should be pretty easy
>
>
>



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