d3dx9: Implement D3DXComputeNormals().
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@ -23,7 +23,7 @@
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@ stub D3DXComputeIMTFromSignal(ptr long long long long ptr ptr ptr ptr ptr)
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@ stub D3DXComputeIMTFromTexture(ptr ptr long long ptr ptr ptr)
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@ stub D3DXComputeNormalMap(ptr ptr ptr long long long)
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@ stub D3DXComputeNormals(ptr ptr)
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@ stdcall D3DXComputeNormals(ptr ptr)
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@ stub D3DXComputeTangent(ptr long long long long ptr)
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@ stub D3DXComputeTangentFrame(ptr long)
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@ stdcall D3DXComputeTangentFrameEx(ptr long long long long long long long long long ptr float float float ptr ptr)
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@ -7493,6 +7493,25 @@ done:
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return hr;
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}
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/*************************************************************************
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* D3DXComputeNormals (D3DX9_36.@)
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*/
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HRESULT WINAPI D3DXComputeNormals(struct ID3DXBaseMesh *mesh, const DWORD *adjacency)
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{
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TRACE("mesh %p, adjacency %p\n", mesh, adjacency);
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if (mesh && (ID3DXMeshVtbl *)mesh->lpVtbl != &D3DXMesh_Vtbl)
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{
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ERR("Invalid virtual table\n");
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return D3DERR_INVALIDCALL;
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}
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return D3DXComputeTangentFrameEx((ID3DXMesh *)mesh, D3DX_DEFAULT, 0,
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D3DX_DEFAULT, 0, D3DX_DEFAULT, 0, D3DDECLUSAGE_NORMAL, 0,
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D3DXTANGENT_GENERATE_IN_PLACE | D3DXTANGENT_CALCULATE_NORMALS,
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adjacency, -1.01f, -0.01f, -1.01f, NULL, NULL);
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}
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/*************************************************************************
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* D3DXIntersect (D3DX9_36.@)
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*/
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