d3dx8: Implement D3DXPlaneMatrixIdentity.
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@ -318,7 +318,32 @@ static inline D3DXVECTOR4* D3DXVec4Subtract(D3DXVECTOR4 *pout, CONST D3DXVECTOR4
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return pout;
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return pout;
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}
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}
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/*__________________D3DXQUATERNION____________________*/
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/*__________________D3DXMatrix____________________*/
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static inline D3DXMATRIX* D3DXMatrixIdentity(D3DXMATRIX *pout )
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{
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if ( !pout ) return NULL;
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pout->m[0][1] = 0.0f;
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pout->m[0][2] = 0.0f;
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pout->m[0][3] = 0.0f;
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pout->m[1][0] = 0.0f;
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pout->m[1][2] = 0.0f;
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pout->m[1][3] = 0.0f;
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pout->m[2][0] = 0.0f;
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pout->m[2][1] = 0.0f;
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pout->m[2][3] = 0.0f;
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pout->m[3][0] = 0.0f;
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pout->m[3][1] = 0.0f;
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pout->m[3][2] = 0.0f;
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pout->m[0][0] = 1.0f;
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pout->m[1][1] = 1.0f;
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pout->m[2][2] = 1.0f;
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pout->m[3][3] = 1.0f;
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return pout;
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}
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/*__________________D3DXPLANE____________________*/
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static inline FLOAT D3DXPlaneDot(CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv)
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static inline FLOAT D3DXPlaneDot(CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv)
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{
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{
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