d3dx8: Make sure d3dx8math.inl compiles fine, whether nameless unions are supported or not.
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@ -319,26 +319,31 @@ static inline D3DXVECTOR4* D3DXVec4Subtract(D3DXVECTOR4 *pout, CONST D3DXVECTOR4
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}
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/*__________________D3DXMatrix____________________*/
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#ifdef NONAMELESSUNION
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# define D3DX_U(x) (x).u
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#else
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# define D3DX_U(x) (x)
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#endif
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static inline D3DXMATRIX* D3DXMatrixIdentity(D3DXMATRIX *pout)
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{
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if ( !pout ) return NULL;
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pout->m[0][1] = 0.0f;
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pout->m[0][2] = 0.0f;
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pout->m[0][3] = 0.0f;
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pout->m[1][0] = 0.0f;
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pout->m[1][2] = 0.0f;
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pout->m[1][3] = 0.0f;
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pout->m[2][0] = 0.0f;
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pout->m[2][1] = 0.0f;
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pout->m[2][3] = 0.0f;
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pout->m[3][0] = 0.0f;
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pout->m[3][1] = 0.0f;
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pout->m[3][2] = 0.0f;
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pout->m[0][0] = 1.0f;
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pout->m[1][1] = 1.0f;
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pout->m[2][2] = 1.0f;
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pout->m[3][3] = 1.0f;
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D3DX_U(*pout).m[0][1] = 0.0f;
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D3DX_U(*pout).m[0][2] = 0.0f;
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D3DX_U(*pout).m[0][3] = 0.0f;
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D3DX_U(*pout).m[1][0] = 0.0f;
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D3DX_U(*pout).m[1][2] = 0.0f;
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D3DX_U(*pout).m[1][3] = 0.0f;
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D3DX_U(*pout).m[2][0] = 0.0f;
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D3DX_U(*pout).m[2][1] = 0.0f;
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D3DX_U(*pout).m[2][3] = 0.0f;
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D3DX_U(*pout).m[3][0] = 0.0f;
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D3DX_U(*pout).m[3][1] = 0.0f;
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D3DX_U(*pout).m[3][2] = 0.0f;
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D3DX_U(*pout).m[0][0] = 1.0f;
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D3DX_U(*pout).m[1][1] = 1.0f;
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D3DX_U(*pout).m[2][2] = 1.0f;
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D3DX_U(*pout).m[3][3] = 1.0f;
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return pout;
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}
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@ -354,11 +359,12 @@ static inline BOOL D3DXMatrixIsIdentity(D3DXMATRIX *pm)
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{
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for (j=0; j<4; j++)
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{
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if ( fabs(pm->m[i][j] - testmatrix.m[i][j]) > 0.0001 ) equal = FALSE;
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if ( fabs(D3DX_U(*pm).m[i][j] - D3DX_U(testmatrix).m[i][j]) > 0.0001 ) equal = FALSE;
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}
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}
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return equal;
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}
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#undef D3DX_U
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/*__________________D3DXPLANE____________________*/
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