diff --git a/dlls/d3dx9_36/math.c b/dlls/d3dx9_36/math.c index 9e09ba936a1..0afb36bb4d0 100644 --- a/dlls/d3dx9_36/math.c +++ b/dlls/d3dx9_36/math.c @@ -52,7 +52,7 @@ struct ID3DXMatrixStackImpl D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s) { - TRACE("(%p, %p, %f)\n", pout, pc, s); + TRACE("pout %p, pc %p, s %f\n", pout, pc, s); pout->r = 0.5f + s * (pc->r - 0.5f); pout->g = 0.5f + s * (pc->g - 0.5f); @@ -65,7 +65,7 @@ D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, const D3DXCOLOR *pc { FLOAT grey; - TRACE("(%p, %p, %f)\n", pout, pc, s); + TRACE("pout %p, pc %p, s %f\n", pout, pc, s); grey = pc->r * 0.2125f + pc->g * 0.7154f + pc->b * 0.0721f; pout->r = grey + s * (pc->r - grey); @@ -213,7 +213,7 @@ HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutr D3DXMATRIX normalized; D3DXVECTOR3 vec; - TRACE("(%p, %p, %p, %p)\n", poutscale, poutrotation, pouttranslation, pm); + TRACE("poutscale %p, poutrotation %p, pouttranslation %p, pm %p\n", poutscale, poutrotation, pouttranslation, pm); /*Compute the scaling part.*/ vec.x=pm->u.m[0][0]; @@ -258,7 +258,7 @@ FLOAT WINAPI D3DXMatrixDeterminant(const D3DXMATRIX *pm) D3DXVECTOR4 minor, v1, v2, v3; FLOAT det; - TRACE("(%p)\n", pm); + TRACE("pm %p\n", pm); v1.x = pm->u.m[0][0]; v1.y = pm->u.m[1][0]; v1.z = pm->u.m[2][0]; v1.w = pm->u.m[3][0]; v2.x = pm->u.m[0][1]; v2.y = pm->u.m[1][1]; v2.z = pm->u.m[2][1]; v2.w = pm->u.m[3][1]; @@ -275,7 +275,7 @@ D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, cons D3DXVECTOR4 v, vec[3]; FLOAT det; - TRACE("(%p, %p, %p)\n", pout, pdeterminant, pm); + TRACE("pout %p, pdeterminant %p, pm %p\n", pout, pdeterminant, pm); det = D3DXMatrixDeterminant(pm); if ( !det ) return NULL; @@ -309,7 +309,7 @@ D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, { D3DXVECTOR3 right, rightn, up, upn, vec, vec2; - TRACE("(%p, %p, %p, %p)\n", pout, peye, pat, pup); + TRACE("pout %p, peye %p, pat %p, pup %p\n", pout, peye, pat, pup); D3DXVec3Subtract(&vec2, pat, peye); D3DXVec3Normalize(&vec, &vec2); @@ -340,7 +340,7 @@ D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, { D3DXVECTOR3 right, rightn, up, upn, vec, vec2; - TRACE("(%p, %p, %p, %p)\n", pout, peye, pat, pup); + TRACE("pout %p, peye %p, pat %p, pup %p\n", pout, peye, pat, pup); D3DXVec3Subtract(&vec2, pat, peye); D3DXVec3Normalize(&vec, &vec2); @@ -372,7 +372,7 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, c D3DXMATRIX out; int i,j; - TRACE("(%p, %p, %p)\n", pout, pm1, pm2); + TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2); for (i=0; i<4; i++) { @@ -388,7 +388,7 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, c D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2) { - TRACE("%p, %p, %p)\n", pout, pm1, pm2); + TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2); D3DXMatrixMultiply(pout, pm1, pm2); D3DXMatrixTranspose(pout, pout); @@ -397,7 +397,7 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRI D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) { - TRACE("(%p, %f, %f, %f, %f)\n", pout, w, h, zn, zf); + TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf); D3DXMatrixIdentity(pout); pout->u.m[0][0] = 2.0f / w; @@ -409,7 +409,7 @@ D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT z D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) { - TRACE("(%p, %f, %f, %f, %f, %f, %f)\n", pout, l, r, b, t, zn, zf); + TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf); D3DXMatrixIdentity(pout); pout->u.m[0][0] = 2.0f / (r - l); @@ -423,7 +423,7 @@ D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) { - TRACE("(%p, %f, %f, %f, %f, %f, %f)\n", pout, l, r, b, t, zn, zf); + TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf); D3DXMatrixIdentity(pout); pout->u.m[0][0] = 2.0f / (r - l); @@ -437,7 +437,7 @@ D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) { - TRACE("(%p, %f, %f, %f, %f)\n", pout, w, h, zn, zf); + TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf); D3DXMatrixIdentity(pout); pout->u.m[0][0] = 2.0f / w; @@ -449,7 +449,7 @@ D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT z D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf) { - TRACE("(%p, %f, %f, %f, %f)\n", pout, fovy, aspect, zn, zf); + TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf); D3DXMatrixIdentity(pout); pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f)); @@ -463,7 +463,7 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOA D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf) { - TRACE("(%p, %f, %f, %f, %f)\n", pout, fovy, aspect, zn, zf); + TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf); D3DXMatrixIdentity(pout); pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f)); @@ -477,7 +477,7 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOA D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) { - TRACE("(%p, %f, %f, %f, %f)\n", pout, w, h, zn, zf); + TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf); D3DXMatrixIdentity(pout); pout->u.m[0][0] = 2.0f * zn / w; @@ -491,7 +491,7 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, F D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) { - TRACE("(%p, %f, %f, %f, %f, %f, %f)\n", pout, l, r, b, t, zn, zf); + TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf); D3DXMatrixIdentity(pout); pout->u.m[0][0] = 2.0f * zn / (r - l); @@ -507,7 +507,7 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, F D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) { - TRACE("(%p, %f, %f, %f, %f, %f, %f)\n", pout, l, r, b, t, zn, zf); + TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf); D3DXMatrixIdentity(pout); pout->u.m[0][0] = 2.0f * zn / (r - l); @@ -523,7 +523,7 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, F D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) { - TRACE("(%p, %f, %f, %f, %f)\n", pout, w, h, zn, zf); + TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf); D3DXMatrixIdentity(pout); pout->u.m[0][0] = 2.0f * zn / w; @@ -539,7 +539,7 @@ D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, const D3DXPLANE *pplane) { D3DXPLANE Nplane; - TRACE("(%p, %p)\n", pout, pplane); + TRACE("pout %p, pplane %p\n", pout, pplane); D3DXPlaneNormalize(&Nplane, pplane); D3DXMatrixIdentity(pout); @@ -592,7 +592,7 @@ D3DXMATRIX * WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *out, const D3DXVECTOR3 *v D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUATERNION *pq) { - TRACE("(%p, %p)\n", pout, pq); + TRACE("pout %p, pq %p\n", pout, pq); D3DXMatrixIdentity(pout); pout->u.m[0][0] = 1.0f - 2.0f * (pq->y * pq->y + pq->z * pq->z); @@ -609,7 +609,7 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUAT D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle) { - TRACE("(%p, %f)\n", pout, angle); + TRACE("pout %p, angle %f\n", pout, angle); D3DXMatrixIdentity(pout); pout->u.m[1][1] = cos(angle); @@ -621,7 +621,7 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle) D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle) { - TRACE("(%p, %f)\n", pout, angle); + TRACE("pout %p, angle %f\n", pout, angle); D3DXMatrixIdentity(pout); pout->u.m[0][0] = cos(angle); @@ -666,7 +666,7 @@ D3DXMATRIX * WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *out, FLOAT yaw, F D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle) { - TRACE("(%p, %f)\n", pout, angle); + TRACE("pout %p, angle %f\n", pout, angle); D3DXMatrixIdentity(pout); pout->u.m[0][0] = cos(angle); @@ -678,7 +678,7 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle) D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz) { - TRACE("(%p, %f, %f, %f)\n", pout, sx, sy, sz); + TRACE("pout %p, sx %f, sy %f, sz %f\n", pout, sx, sy, sz); D3DXMatrixIdentity(pout); pout->u.m[0][0] = sx; @@ -692,7 +692,7 @@ D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, D3DXPLANE Nplane; FLOAT dot; - TRACE("(%p, %p, %p)\n", pout, plight, pplane); + TRACE("pout %p, plight %p, pplane %p\n", pout, plight, pplane); D3DXPlaneNormalize(&Nplane, pplane); dot = D3DXPlaneDot(&Nplane, plight); @@ -721,7 +721,8 @@ D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, const D3DXVECTOR3 D3DXQUATERNION prc; D3DXVECTOR3 psc, pt; - TRACE("(%p, %p, %p, %p, %p, %p, %p)\n", pout, pscalingcenter, pscalingrotation, pscaling, protationcenter, protation, ptranslation); + TRACE("pout %p, pscalingcenter %p, pscalingrotation %p, pscaling %p, protationcentr %p, protation %p, ptranslation %p\n", + pout, pscalingcenter, pscalingrotation, pscaling, protationcenter, protation, ptranslation); if ( !pscalingcenter ) { @@ -797,7 +798,8 @@ D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR D3DXQUATERNION rot, sca_rot; D3DXVECTOR3 rot_center, sca, sca_center, trans; - TRACE("(%p, %p, %f, %p, %p, %f, %p)\n", pout, pscalingcenter, scalingrotation, pscaling, protationcenter, rotation, ptranslation); + TRACE("pout %p, pscalingcenter %p, scalingrotation %f, pscaling %p, protztioncenter %p, rotation %f, ptranslation %p\n", + pout, pscalingcenter, scalingrotation, pscaling, protationcenter, rotation, ptranslation); if ( pscalingcenter ) { @@ -868,7 +870,7 @@ D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z) { - TRACE("(%p, %f, %f, %f)\n", pout, x, y, z); + TRACE("pout %p, x %f, y %f, z%f\n", pout, x, y, z); D3DXMatrixIdentity(pout); pout->u.m[3][0] = x; @@ -882,7 +884,7 @@ D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm) const D3DXMATRIX m = *pm; int i,j; - TRACE("(%p, %p)\n", pout, pm); + TRACE("pout %p, pm %p\n", pout, pm); for (i=0; i<4; i++) for (j=0; j<4; j++) pout->u.m[i][j] = m.u.m[j][i]; @@ -995,7 +997,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, c { struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); - TRACE("iface %p\n", iface); + TRACE("iface %p, pm %p\n", iface, pm); This->stack[This->current] = *pm; @@ -1006,7 +1008,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, c { struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); - TRACE("iface %p\n", iface); + TRACE("iface %p, pm %p\n", iface, pm); D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], pm); @@ -1017,7 +1019,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *ifa { struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); - TRACE("iface %p\n", iface); + TRACE("iface %p, pm %p\n", iface, pm); D3DXMatrixMultiply(&This->stack[This->current], pm, &This->stack[This->current]); @@ -1084,7 +1086,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, c D3DXMATRIX temp; struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); - TRACE("iface %p\n", iface); + TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle); D3DXMatrixRotationAxis(&temp, pv, angle); D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); @@ -1097,7 +1099,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *ifa D3DXMATRIX temp; struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); - TRACE("iface %p\n", iface); + TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle); D3DXMatrixRotationAxis(&temp, pv, angle); D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]); @@ -1110,7 +1112,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack * D3DXMATRIX temp; struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); - TRACE("iface %p\n", iface); + TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); D3DXMatrixRotationYawPitchRoll(&temp, x, y, z); D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); @@ -1123,7 +1125,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixSt D3DXMATRIX temp; struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); - TRACE("iface %p\n", iface); + TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); D3DXMatrixRotationYawPitchRoll(&temp, x, y, z); D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]); @@ -1136,7 +1138,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack *iface, FLOAT D3DXMATRIX temp; struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); - TRACE("iface %p\n", iface); + TRACE("iface %p,x %f, y %f, z %f\n", iface, x, y, z); D3DXMatrixScaling(&temp, x, y, z); D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); @@ -1149,7 +1151,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack *iface, F D3DXMATRIX temp; struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); - TRACE("iface %p\n", iface); + TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); D3DXMatrixScaling(&temp, x, y, z); D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]); @@ -1162,7 +1164,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack *iface, FL D3DXMATRIX temp; struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); - TRACE("iface %p\n", iface); + TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); D3DXMatrixTranslation(&temp, x, y, z); D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); @@ -1175,7 +1177,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack *ifac D3DXMATRIX temp; struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); - TRACE("iface %p\n", iface); + TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z); D3DXMatrixTranslation(&temp, x, y, z); D3DXMatrixMultiply(&This->stack[This->current], &temp,&This->stack[This->current]); @@ -1209,7 +1211,7 @@ static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl = D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal) { - TRACE("(%p, %p, %p)\n", pout, pvpoint, pvnormal); + TRACE("pout %p, pvpoint %p, pvnormal %p\n", pout, pvpoint, pvnormal); pout->a = pvnormal->x; pout->b = pvnormal->y; @@ -1222,7 +1224,7 @@ D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, c { D3DXVECTOR3 edge1, edge2, normal, Nnormal; - TRACE("(%p, %p, %p, %p)\n", pout, pv1, pv2, pv3); + TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3); edge1.x = 0.0f; edge1.y = 0.0f; edge1.z = 0.0f; edge2.x = 0.0f; edge2.y = 0.0f; edge2.z = 0.0f; @@ -1239,7 +1241,7 @@ D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *p D3DXVECTOR3 direction, normal; FLOAT dot, temp; - TRACE("(%p, %p, %p, %p)\n", pout, pp, pv1, pv2); + TRACE("pout %p, pp %p, pv1 %p, pv2 %p\n", pout, pp, pv1, pv2); normal.x = pp->a; normal.y = pp->b; @@ -1285,7 +1287,7 @@ D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, c { const D3DXPLANE plane = *pplane; - TRACE("(%p, %p, %p)\n", pout, pplane, pm); + TRACE("pout %p, pplane %p, pm %p\n", pout, pplane, pm); pout->a = pm->u.m[0][0] * plane.a + pm->u.m[1][0] * plane.b + pm->u.m[2][0] * plane.c + pm->u.m[3][0] * plane.d; pout->b = pm->u.m[0][1] * plane.a + pm->u.m[1][1] * plane.b + pm->u.m[2][1] * plane.c + pm->u.m[3][1] * plane.d; @@ -1298,7 +1300,7 @@ D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, const { UINT i; - TRACE("(%p, %u, %p, %u, %p, %u)\n", out, outstride, in, instride, matrix, elements); + TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); for (i = 0; i < elements; ++i) { D3DXPlaneTransform( @@ -1315,7 +1317,7 @@ D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3D { D3DXQUATERNION temp1, temp2; - TRACE("(%p, %p, %p, %p, %f, %f)\n", pout, pq1, pq2, pq3, f, g); + TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, f %f, g %f\n", pout, pq1, pq2, pq3, f, g); D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq2, f + g), D3DXQuaternionSlerp(&temp2, pq1, pq3, f+g), g / (f + g)); return pout; @@ -1351,7 +1353,7 @@ D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUA D3DXQUATERNION out; FLOAT norm; - TRACE("(%p, %p)\n", pout, pq); + TRACE("pout %p, pq %p\n", pout, pq); norm = D3DXQuaternionLengthSq(pq); @@ -1387,7 +1389,7 @@ D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQU { D3DXQUATERNION out; - TRACE("(%p, %p, %p)\n", pout, pq1, pq2); + TRACE("pout %p, pq1 %p, pq2 %p\n", pout, pq1, pq2); out.x = pq2->w * pq1->x + pq2->x * pq1->w + pq2->y * pq1->z - pq2->z * pq1->y; out.y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x; @@ -1541,7 +1543,7 @@ D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATE { D3DXQUATERNION temp1, temp2; - TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pq1, pq2, pq3, pq4, t); + TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, pq4 %p, t %f\n", pout, pq1, pq2, pq3, pq4, t); D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq4, t), D3DXQuaternionSlerp(&temp2, pq2, pq3, t), 2.0f * t * (1.0f - t)); return pout; @@ -1563,7 +1565,7 @@ void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbou { D3DXQUATERNION q, temp1, temp2, temp3, zero; - TRACE("(%p, %p, %p, %p, %p, %p, %p)\n", paout, pbout, pcout, pq0, pq1, pq2, pq3); + TRACE("paout %p, pbout %p, pcout %p, pq0 %p, 1 %p, pq2 %p, pq3 %p\n", paout, pbout, pcout, pq0, pq1, pq2, pq3); zero.x = 0.0f; zero.y = 0.0f; @@ -1616,7 +1618,7 @@ void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbou void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle) { - TRACE("(%p, %p, %p)\n", pq, paxis, pangle); + TRACE("pq %p, paxis %p, pangle %p\n", pq, paxis, pangle); paxis->x = pq->x; paxis->y = pq->y; @@ -1628,7 +1630,7 @@ void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *pax D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g) { - TRACE("(%p, %p, %p, %p, %f, %f)\n", pout, pv1, pv2, pv3, f, g); + TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g); pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x); pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y); @@ -1637,7 +1639,7 @@ D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s) { - TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pv0, pv1, pv2, pv3, s); + TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s); pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s); pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s); @@ -1648,7 +1650,7 @@ D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, c { FLOAT h1, h2, h3, h4; - TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pv1, pt1, pv2, pt2, s); + TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s); h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f; h2 = s * s * s - 2.0f * s * s + s; @@ -1664,7 +1666,7 @@ D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv) { FLOAT norm; - TRACE("(%p, %p)\n", pout, pv); + TRACE("pout %p, pv %p\n", pout, pv); norm = D3DXVec2Length(pv); if ( !norm ) @@ -1683,7 +1685,7 @@ D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv) D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm) { - TRACE("(%p, %p, %p)\n", pout, pv, pm); + TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0]; pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1]; @@ -1696,7 +1698,7 @@ D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, con { UINT i; - TRACE("(%p, %u, %p, %u, %p, %u)\n", out, outstride, in, instride, matrix, elements); + TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); for (i = 0; i < elements; ++i) { D3DXVec2Transform( @@ -1712,7 +1714,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 D3DXVECTOR2 v; FLOAT norm; - TRACE("(%p, %p, %p)\n", pout, pv, pm); + TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); v = *pv; norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3]; @@ -1727,7 +1729,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride { UINT i; - TRACE("(%p, %u, %p, %u, %p, %u)\n", out, outstride, in, instride, matrix, elements); + TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); for (i = 0; i < elements; ++i) { D3DXVec2TransformCoord( @@ -1750,7 +1752,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstrid { UINT i; - TRACE("(%p, %u, %p, %u, %p, %u)\n", out, outstride, in, instride, matrix, elements); + TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); for (i = 0; i < elements; ++i) { D3DXVec2TransformNormal( @@ -1765,7 +1767,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstrid D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g) { - TRACE("(%p, %p, %p, %p, %f, %f)\n", pout, pv1, pv2, pv3, f, g); + TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g); pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x); pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y); @@ -1775,7 +1777,7 @@ D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s) { - TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pv0, pv1, pv2, pv3, s); + TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s); pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s); pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s); @@ -1787,7 +1789,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, c { FLOAT h1, h2, h3, h4; - TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pv1, pt1, pv2, pt2, s); + TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s); h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f; h2 = s * s * s - 2.0f * s * s + s; @@ -1804,7 +1806,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv) { FLOAT norm; - TRACE("(%p, %p)\n", pout, pv); + TRACE("pout %p, pv %p\n", pout, pv); norm = D3DXVec3Length(pv); if ( !norm ) @@ -1827,7 +1829,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, co { D3DXMATRIX m; - TRACE("(%p, %p, %p, %p, %p, %p)\n", pout, pv, pviewport, pprojection, pview, pworld); + TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworld %p\n", pout, pv, pviewport, pprojection, pview, pworld); D3DXMatrixIdentity(&m); if (pworld) D3DXMatrixMultiply(&m, &m, pworld); @@ -1849,7 +1851,8 @@ D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3* out, UINT outstride, const { UINT i; - TRACE("(%p, %u, %p, %u, %p, %p, %p, %p, %u)\n", out, outstride, in, instride, viewport, projection, view, world, elements); + TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n", + out, outstride, in, instride, viewport, projection, view, world, elements); for (i = 0; i < elements; ++i) { D3DXVec3Project( @@ -1862,7 +1865,7 @@ D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3* out, UINT outstride, const D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm) { - TRACE("(%p, %p, %p)\n", pout, pv, pm); + TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); pout->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]; pout->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]; @@ -1875,7 +1878,7 @@ D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, con { UINT i; - TRACE("(%p, %u, %p, %u, %p, %u)\n", out, outstride, in, instride, matrix, elements); + TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); for (i = 0; i < elements; ++i) { D3DXVec3Transform( @@ -1891,7 +1894,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 D3DXVECTOR3 out; FLOAT norm; - TRACE("(%p, %p, %p)\n", pout, pv, pm); + TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 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]; @@ -1908,7 +1911,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride { UINT i; - TRACE("(%p, %u, %p, %u, %p, %u)\n", out, outstride, in, instride, matrix, elements); + TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); for (i = 0; i < elements; ++i) { D3DXVec3TransformCoord( @@ -1923,7 +1926,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 { const D3DXVECTOR3 v = *pv; - TRACE("(%p, %p, %p)\n", pout, pv, pm); + TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[2][0] * v.z; pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[2][1] * v.z; @@ -1936,7 +1939,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstrid { UINT i; - TRACE("(%p, %u, %p, %u, %p, %u)\n", out, outstride, in, instride, matrix, elements); + TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); for (i = 0; i < elements; ++i) { D3DXVec3TransformNormal( @@ -1951,7 +1954,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, { D3DXMATRIX m; - TRACE("(%p, %p, %p, %p, %p, %p)\n", pout, pv, pviewport, pprojection, pview, pworld); + TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworlds %p\n", pout, pv, pviewport, pprojection, pview, pworld); D3DXMatrixIdentity(&m); if (pworld) D3DXMatrixMultiply(&m, &m, pworld); @@ -1974,7 +1977,8 @@ D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3* out, UINT outstride, con { UINT i; - TRACE("(%p, %u, %p, %u, %p, %p, %p, %p, %u)\n", out, outstride, in, instride, viewport, projection, view, world, elements); + TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n", + out, outstride, in, instride, viewport, projection, view, world, elements); for (i = 0; i < elements; ++i) { D3DXVec3Unproject( @@ -1989,7 +1993,7 @@ D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3* out, UINT outstride, con D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g) { - TRACE("(%p, %p, %p, %p, %f, %f)\n", pout, pv1, pv2, pv3, f, g); + TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g); pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x); pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y); @@ -2000,7 +2004,7 @@ D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s) { - TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pv0, pv1, pv2, pv3, s); + TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s); pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s); pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s); @@ -2013,7 +2017,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, con { D3DXVECTOR4 out; - TRACE("(%p, %p, %p, %p)\n", pout, pv1, pv2, pv3); + TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3); out.x = pv1->y * (pv2->z * pv3->w - pv3->z * pv2->w) - pv1->z * (pv2->y * pv3->w - pv3->y * pv2->w) + pv1->w * (pv2->y * pv3->z - pv2->z *pv3->y); out.y = -(pv1->x * (pv2->z * pv3->w - pv3->z * pv2->w) - pv1->z * (pv2->x * pv3->w - pv3->x * pv2->w) + pv1->w * (pv2->x * pv3->z - pv3->x * pv2->z)); @@ -2027,7 +2031,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, c { FLOAT h1, h2, h3, h4; - TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pv1, pt1, pv2, pt2, s); + TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s); h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f; h2 = s * s * s - 2.0f * s * s + s; @@ -2045,7 +2049,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv) { FLOAT norm; - TRACE("(%p, %p)\n", pout, pv); + TRACE("pout %p, pv %p\n", pout, pv); norm = D3DXVec4Length(pv); @@ -2061,7 +2065,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, { D3DXVECTOR4 out; - TRACE("(%p, %p, %p)\n", pout, pv, pm); + TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm); 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] * pv->w; 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] * pv->w; @@ -2075,7 +2079,7 @@ D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, con { UINT i; - TRACE("(%p, %u, %p, %u, %p, %u)\n", out, outstride, in, instride, matrix, elements); + TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements); for (i = 0; i < elements; ++i) { D3DXVec4Transform( @@ -2175,7 +2179,7 @@ D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UI { unsigned int i; - TRACE("(%p, %p, %u)\n", pout, pin, n); + TRACE("pout %p, pin %p, n %u\n", pout, pin, n); for (i = 0; i < n; ++i) { @@ -2209,7 +2213,7 @@ FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n) { unsigned int i; - TRACE("(%p, %p, %u)\n", pout, pin, n); + TRACE("pout %p, pin %p, n %u\n", pout, pin, n); for (i = 0; i < n; ++i) { @@ -2250,7 +2254,7 @@ FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b) FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir) { - TRACE("(%p, %u, %p)\n", out, order, dir); + TRACE("out %p, order %u, dir %p\n", out, order, dir); if ( (order < D3DXSH_MINORDER) || (order > D3DXSH_MAXORDER) ) return out;