d3dx9: Fix D3DXVec3TransformCoord to make tests pass in Windows.
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@ -1598,20 +1598,12 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3
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norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[2][3] *pv->z + pm->u.m[3][3];
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if ( norm )
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{
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CONST D3DXVECTOR3 v = *pv;
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out.x = (pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[2][0] * v.z + pm->u.m[3][0]) / norm;
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out.y = (pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[2][1] * v.z + pm->u.m[3][1]) / norm;
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out.z = (pm->u.m[0][2] * v.x + pm->u.m[1][2] * v.y + pm->u.m[2][2] * v.z + pm->u.m[3][2]) / norm;
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}
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else
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{
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out.x = 0.0f;
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out.y = 0.0f;
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out.z = 0.0f;
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}
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out.x = (pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[2][0] * pv->z + pm->u.m[3][0]) / norm;
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out.y = (pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[2][1] * pv->z + pm->u.m[3][1]) / norm;
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out.z = (pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[2][2] * pv->z + pm->u.m[3][2]) / norm;
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*pout = out;
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return pout;
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}
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@ -1115,7 +1115,7 @@ static void D3DXVector2Test(void)
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static void D3DXVector3Test(void)
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{
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D3DVIEWPORT9 viewport;
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D3DXVECTOR3 expectedvec, gotvec, nul, nulproj, u, v, w, x;
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D3DXVECTOR3 expectedvec, gotvec, nul, u, v, w, x;
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LPD3DXVECTOR3 funcpointer;
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D3DXVECTOR4 expectedtrans, gottrans;
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D3DXMATRIX mat, projection, view, world;
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@ -1290,11 +1290,6 @@ static void D3DXVector3Test(void)
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expectedvec.x = 70.0f/124.0f; expectedvec.y = 88.0f/124.0f; expectedvec.z = 106.0f/124.0f;
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D3DXVec3TransformCoord(&gotvec,&u,&mat);
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expect_vec3(expectedvec,gotvec);
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/* Test the nul projected vector */
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nulproj.x = 1.0f; nulproj.y = -1.0f, nulproj.z = -1.0f;
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expectedvec.x = 0.0f; expectedvec.y = 0.0f; expectedvec.z = 0.0f;
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D3DXVec3TransformCoord(&gotvec,&nulproj,&mat);
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expect_vec3(expectedvec,gotvec);
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/*_______________D3DXVec3TransformNormal______________________*/
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expectedvec.x = 57.0f; expectedvec.y = 74.0f; expectedvec.z = 91.0f;
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