d3dx9_36: Remove useless traces.
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edbd488554
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55d6f07e31
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@ -222,7 +222,7 @@ D3DXPLANE* WINAPI D3DXPlaneTransformArray(
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXPlaneTransform(
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(D3DXPLANE*)((char*)out + outstride * i),
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@ -242,7 +242,7 @@ D3DXVECTOR4* WINAPI D3DXVec2TransformArray(
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec2Transform(
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(D3DXVECTOR4*)((char*)out + outstride * i),
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@ -260,7 +260,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec2TransformCoord(
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(D3DXVECTOR2*)((char*)out + outstride * i),
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@ -278,7 +278,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(
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CONST D3DXMATRIX *matrix, UINT elements)
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{
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec2TransformNormal(
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(D3DXVECTOR2*)((char*)out + outstride * i),
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@ -299,7 +299,7 @@ D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(
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CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
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{
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec3Project(
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(D3DXVECTOR3*)((char*)out + outstride * i),
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@ -317,7 +317,7 @@ D3DXVECTOR4* WINAPI D3DXVec3TransformArray(
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec3Transform(
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(D3DXVECTOR4*)((char*)out + outstride * i),
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@ -335,7 +335,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec3TransformCoord(
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(D3DXVECTOR3*)((char*)out + outstride * i),
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@ -353,7 +353,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec3TransformNormal(
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(D3DXVECTOR3*)((char*)out + outstride * i),
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@ -372,7 +372,7 @@ D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(
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CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
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{
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec3Unproject(
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(D3DXVECTOR3*)((char*)out + outstride * i),
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@ -390,7 +390,7 @@ D3DXVECTOR4* WINAPI D3DXVec4TransformArray(
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CONST D3DXMATRIX* matrix, UINT elements)
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{
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UINT i;
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TRACE("\n");
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for (i = 0; i < elements; ++i) {
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D3DXVec4Transform(
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(D3DXVECTOR4*)((char*)out + outstride * i),
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