diff --git a/dlls/d3dx9_36/mesh.c b/dlls/d3dx9_36/mesh.c index f2dc4d411fa..d5a1b2b190b 100644 --- a/dlls/d3dx9_36/mesh.c +++ b/dlls/d3dx9_36/mesh.c @@ -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);