d3dx9_36: Fix indentation.

This commit is contained in:
Christian Costa 2010-04-06 21:45:02 +02:00 committed by Alexandre Julliard
parent 5046858528
commit 83680cd094
1 changed files with 13 additions and 13 deletions

View File

@ -57,13 +57,13 @@ done we've got an intersection of the ray with the box.
div = 1.0f / praydirection->x;
if ( div >= 0.0f )
{
tmin = ( pmin->x - prayposition->x ) * div;
tmax = ( pmax->x - prayposition->x ) * div;
tmin = ( pmin->x - prayposition->x ) * div;
tmax = ( pmax->x - prayposition->x ) * div;
}
else
{
tmin = ( pmax->x - prayposition->x ) * div;
tmax = ( pmin->x - prayposition->x ) * div;
tmin = ( pmax->x - prayposition->x ) * div;
tmax = ( pmin->x - prayposition->x ) * div;
}
if ( tmax < 0.0f ) return FALSE;
@ -71,13 +71,13 @@ done we've got an intersection of the ray with the box.
div = 1.0f / praydirection->y;
if ( div >= 0.0f )
{
tymin = ( pmin->y - prayposition->y ) * div;
tymax = ( pmax->y - prayposition->y ) * div;
tymin = ( pmin->y - prayposition->y ) * div;
tymax = ( pmax->y - prayposition->y ) * div;
}
else
{
tymin = ( pmax->y - prayposition->y ) * div;
tymax = ( pmin->y - prayposition->y ) * div;
tymin = ( pmax->y - prayposition->y ) * div;
tymax = ( pmin->y - prayposition->y ) * div;
}
if ( ( tymax < 0.0f ) || ( tmin > tymax ) || ( tymin > tmax ) ) return FALSE;
@ -88,13 +88,13 @@ done we've got an intersection of the ray with the box.
div = 1.0f / praydirection->z;
if ( div >= 0.0f )
{
tzmin = ( pmin->z - prayposition->z ) * div;
tzmax = ( pmax->z - prayposition->z ) * div;
tzmin = ( pmin->z - prayposition->z ) * div;
tzmax = ( pmax->z - prayposition->z ) * div;
}
else
{
tzmin = ( pmax->z - prayposition->z ) * div;
tzmax = ( pmin->z - prayposition->z ) * div;
tzmin = ( pmax->z - prayposition->z ) * div;
tzmax = ( pmin->z - prayposition->z ) * div;
}
if ( (tzmax < 0.0f ) || ( tmin > tzmax ) || ( tzmin > tmax ) ) return FALSE;
@ -180,7 +180,7 @@ UINT WINAPI D3DXGetFVFVertexSize(DWORD FVF)
UINT i;
UINT numTextures = (FVF & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
if (FVF & D3DFVF_NORMAL) size += sizeof(D3DXVECTOR3);
if (FVF & D3DFVF_NORMAL) size += sizeof(D3DXVECTOR3);
if (FVF & D3DFVF_DIFFUSE) size += sizeof(DWORD);
if (FVF & D3DFVF_SPECULAR) size += sizeof(DWORD);
if (FVF & D3DFVF_PSIZE) size += sizeof(DWORD);