d3dx8: Fix the D3DXMatrixAffineTransformation() prototype.
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@ -59,7 +59,7 @@ D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc
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/*_________________D3DXMatrix____________________*/
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D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, float scaling, D3DXVECTOR3 *rotationcenter, D3DXQUATERNION *rotation, D3DXVECTOR3 *translation)
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D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR3 *rotationcenter, CONST D3DXQUATERNION *rotation, CONST D3DXVECTOR3 *translation)
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{
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D3DXMATRIX m1, m2, m3, m4, m5, p1, p2, p3;
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@ -271,7 +271,7 @@ extern "C" {
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D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s);
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D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s);
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D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, float scaling, D3DXVECTOR3 *rotationcenter, D3DXQUATERNION *rotation, D3DXVECTOR3 *translation);
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D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR3 *rotationcenter, CONST D3DXQUATERNION *rotation, CONST D3DXVECTOR3 *translation);
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FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm);
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D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm);
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D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
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