d3dx9_36: Implement D3DXComputeBoundingBox.
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@ -16,7 +16,7 @@
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@ stub D3DXCompileShaderFromFileW
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@ stub D3DXCompileShaderFromResourceA
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@ stub D3DXCompileShaderFromResourceW
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@ stub D3DXComputeBoundingBox
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@ stdcall D3DXComputeBoundingBox(ptr long long ptr ptr)
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@ stub D3DXComputeBoundingSphere
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@ stub D3DXComputeIMTFromPerTexelSignal
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@ stub D3DXComputeIMTFromPerVertexSignal
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@ -24,6 +24,36 @@
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#include "d3dx9.h"
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/*************************************************************************
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* D3DXComputeBoundingBox
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*/
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HRESULT WINAPI D3DXComputeBoundingBox(CONST D3DXVECTOR3 *pfirstposition, DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pmin, D3DXVECTOR3 *pmax)
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{
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D3DXVECTOR3 vec;
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unsigned int i;
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if( !pfirstposition || !pmin || !pmax ) return D3DERR_INVALIDCALL;
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*pmin = *pfirstposition;
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*pmax = *pmin;
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for(i=0; i<numvertices; i++)
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{
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vec = *( (D3DXVECTOR3*)((char*)pfirstposition + dwstride * i) );
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if ( vec.x < pmin->x ) pmin->x = vec.x;
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if ( vec.x > pmax->x ) pmax->x = vec.x;
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if ( vec.y < pmin->y ) pmin->y = vec.y;
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if ( vec.y > pmax->y ) pmax->y = vec.y;
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if ( vec.z < pmin->z ) pmin->z = vec.z;
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if ( vec.z > pmax->z ) pmax->z = vec.z;
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}
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return D3D_OK;
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}
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/*************************************************************************
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* D3DXIntersectTri
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*/
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@ -24,6 +24,7 @@
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#include "d3d9.h"
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#include "d3dx9math.h"
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#include "d3dx9core.h"
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#include "d3dx9mesh.h"
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#include "d3dx9shader.h"
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#include "d3dx9tex.h"
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@ -29,6 +29,7 @@ HRESULT WINAPI D3DXCreateBuffer(DWORD, LPD3DXBUFFER*);
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UINT WINAPI D3DXGetFVFVertexSize(DWORD);
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BOOL WINAPI D3DXBoxBoundProbe(CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *);
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BOOL WINAPI D3DXSphereBoundProbe(CONST D3DXVECTOR3 *,FLOAT,CONST D3DXVECTOR3 *,CONST D3DXVECTOR3 *);
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HRESULT WINAPI D3DXComputeBoundingBox(CONST D3DXVECTOR3 *, DWORD, DWORD, D3DXVECTOR3 *, D3DXVECTOR3 *);
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BOOL WINAPI D3DXIntersectTri(CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3*, FLOAT *, FLOAT *, FLOAT *);
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#ifdef __cplusplus
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