diff --git a/include/d3dx9mesh.h b/include/d3dx9mesh.h index 76e7179ee01..21261abdfa4 100644 --- a/include/d3dx9mesh.h +++ b/include/d3dx9mesh.h @@ -782,7 +782,7 @@ HRESULT WINAPI D3DXComputeIMTFromSignal(ID3DXMesh *mesh, DWORD texture_idx, UINT LPD3DXUVATLASCB status_cb, void *status_ctx, ID3DXBuffer **buffer); HRESULT WINAPI D3DXComputeIMTFromTexture(struct ID3DXMesh *mesh, struct IDirect3DTexture9 *texture, DWORD texture_idx, DWORD options, LPD3DXUVATLASCB cb, void *ctx, struct ID3DXBuffer **out); -HRESULT WINAPI D3DXComputeNormals(LPD3DXBASEMESH, CONST DWORD *); +HRESULT WINAPI D3DXComputeNormals(ID3DXBaseMesh *mesh, const DWORD *adjacency); HRESULT WINAPI D3DXComputeTangentFrameEx(ID3DXMesh *mesh_in, DWORD texture_in_semantic, DWORD texture_in_idx, DWORD u_partial_out_semantic, DWORD u_partial_out_idx, DWORD v_partial_out_semantic, DWORD v_partial_out_idx, DWORD normal_out_semantic, DWORD normal_out_idx, DWORD flags, @@ -801,8 +801,11 @@ HRESULT WINAPI D3DXGenerateOutputDecl(D3DVERTEXELEMENT9 *, CONST D3DVERTEXELEMEN HRESULT WINAPI D3DXGeneratePMesh(ID3DXMesh *mesh, const DWORD *adjacency, const D3DXATTRIBUTEWEIGHTS *attribute_weights, const float *vertex_weights, DWORD min_value, DWORD flags, ID3DXPMesh **pmesh); -HRESULT WINAPI D3DXIntersect(LPD3DXBASEMESH, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, BOOL *, DWORD *, FLOAT *, FLOAT *, FLOAT *, LPD3DXBUFFER *, DWORD *); -HRESULT WINAPI D3DXIntersectSubset(LPD3DXBASEMESH, DWORD, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, BOOL *, DWORD *, FLOAT *, FLOAT *, FLOAT *, LPD3DXBUFFER *, DWORD *); +HRESULT WINAPI D3DXIntersect(ID3DXBaseMesh *mesh, const D3DXVECTOR3 *ray_position, const D3DXVECTOR3 *ray_direction, + BOOL *hit, DWORD *face_idx, float *u, float *v, float *distance, ID3DXBuffer **hits, DWORD *hit_count); +HRESULT WINAPI D3DXIntersectSubset(ID3DXBaseMesh *mesh, DWORD attribute_id, const D3DXVECTOR3 *ray_position, + const D3DXVECTOR3 *ray_direction, BOOL *hit, DWORD *face_idx, float *u, float *v, float *distance, + ID3DXBuffer **hits, DWORD *hit_count); BOOL WINAPI D3DXIntersectTri(CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3*, FLOAT *, FLOAT *, FLOAT *); HRESULT WINAPI D3DXOptimizeFaces(LPCVOID, UINT, UINT, BOOL, DWORD *); HRESULT WINAPI D3DXOptimizeVertices(LPCVOID, UINT, UINT, BOOL, DWORD *);