diff --git a/dlls/d3dx9_36/math.c b/dlls/d3dx9_36/math.c index dc0cfb73673..d54095a77f7 100644 --- a/dlls/d3dx9_36/math.c +++ b/dlls/d3dx9_36/math.c @@ -1263,28 +1263,29 @@ D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3D return pout; } -D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq) +D3DXQUATERNION * WINAPI D3DXQuaternionExp(D3DXQUATERNION *out, const D3DXQUATERNION *q) { FLOAT norm; - TRACE("(%p, %p)\n", pout, pq); + TRACE("out %p, q %p\n", out, q); - norm = sqrt(pq->x * pq->x + pq->y * pq->y + pq->z * pq->z); - if (norm ) + norm = sqrtf(q->x * q->x + q->y * q->y + q->z * q->z); + if (norm) { - pout->x = sin(norm) * pq->x / norm; - pout->y = sin(norm) * pq->y / norm; - pout->z = sin(norm) * pq->z / norm; - pout->w = cos(norm); + out->x = sinf(norm) * q->x / norm; + out->y = sinf(norm) * q->y / norm; + out->z = sinf(norm) * q->z / norm; + out->w = cosf(norm); } else { - pout->x = 0.0f; - pout->y = 0.0f; - pout->z = 0.0f; - pout->w = 1.0f; + out->x = 0.0f; + out->y = 0.0f; + out->z = 0.0f; + out->w = 1.0f; } - return pout; + + return out; } D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)