d3dx9: Use float function in D3DXPlaneNormalize().
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@ -1197,30 +1197,29 @@ D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *p
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return pout;
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return pout;
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}
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}
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D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp)
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D3DXPLANE * WINAPI D3DXPlaneNormalize(D3DXPLANE *out, const D3DXPLANE *p)
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{
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{
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D3DXPLANE out;
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FLOAT norm;
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FLOAT norm;
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TRACE("(%p, %p)\n", pout, pp);
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TRACE("out %p, p %p\n", out, p);
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norm = sqrt(pp->a * pp->a + pp->b * pp->b + pp->c * pp->c);
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norm = sqrtf(p->a * p->a + p->b * p->b + p->c * p->c);
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if ( norm )
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if (norm)
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{
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{
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out.a = pp->a / norm;
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out->a = p->a / norm;
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out.b = pp->b / norm;
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out->b = p->b / norm;
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out.c = pp->c / norm;
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out->c = p->c / norm;
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out.d = pp->d / norm;
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out->d = p->d / norm;
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}
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}
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else
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else
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{
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{
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out.a = 0.0f;
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out->a = 0.0f;
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out.b = 0.0f;
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out->b = 0.0f;
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out.c = 0.0f;
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out->c = 0.0f;
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out.d = 0.0f;
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out->d = 0.0f;
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}
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}
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*pout = out;
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return pout;
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return out;
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}
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}
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D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm)
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D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm)
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