d3dx9: Fix D3DXQuaternionInverse to make tests pass in Windows.
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@ -1182,23 +1182,17 @@ D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERN
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D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
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{
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D3DXQUATERNION out;
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FLOAT norm;
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norm = D3DXQuaternionLengthSq(pq);
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if ( !norm )
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{
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pout->x = 0.0f;
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pout->y = 0.0f;
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pout->z = 0.0f;
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pout->w = 0.0f;
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}
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else
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{
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pout->x = -pq->x / norm;
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pout->y = -pq->y / norm;
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pout->z = -pq->z / norm;
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pout->w = pq->w / norm;
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}
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out.x = -pq->x / norm;
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out.y = -pq->y / norm;
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out.z = -pq->z / norm;
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out.w = pq->w / norm;
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*pout =out;
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return pout;
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}
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@ -699,11 +699,12 @@ static void D3DXQuaternionTest(void)
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expectedquat.x = -1.0f/121.0f; expectedquat.y = -2.0f/121.0f; expectedquat.z = -4.0f/121.0f; expectedquat.w = 10.0f/121.0f;
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D3DXQuaternionInverse(&gotquat,&q);
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expect_vec4(expectedquat,gotquat);
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/* test the null quaternion */
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expectedquat.x = 0.0f; expectedquat.y = 0.0f; expectedquat.z = 0.0f; expectedquat.w = 0.0f;
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D3DXQuaternionInverse(&gotquat,&nul);
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expectedquat.x = 1.0f; expectedquat.y = 2.0f; expectedquat.z = 4.0f; expectedquat.w = 10.0f;
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D3DXQuaternionInverse(&gotquat,&gotquat);
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expect_vec4(expectedquat,gotquat);
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/*_______________D3DXQuaternionIsIdentity________________*/
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s.x = 0.0f; s.y = 0.0f; s.z = 0.0f; s.w = 1.0f;
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expectedbool = TRUE;
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