d3dx9_36: Use D3DX_PI instead of M_PI.
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@ -4637,8 +4637,8 @@ HRESULT WINAPI D3DXCreateSphere(struct IDirect3DDevice9 *device, float radius, U
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}
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/* phi = angle on xz plane wrt z axis */
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phi_step = -2 * M_PI / slices;
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phi_start = M_PI / 2;
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phi_step = -2.0f * D3DX_PI / slices;
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phi_start = D3DX_PI / 2.0f;
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if (!compute_sincos_table(&phi, phi_start, phi_step, slices))
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{
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@ -4649,7 +4649,7 @@ HRESULT WINAPI D3DXCreateSphere(struct IDirect3DDevice9 *device, float radius, U
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}
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/* theta = angle on xy plane wrt x axis */
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theta_step = M_PI / stacks;
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theta_step = D3DX_PI / stacks;
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theta = theta_step;
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vertex = 0;
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@ -4806,8 +4806,8 @@ HRESULT WINAPI D3DXCreateCylinder(struct IDirect3DDevice9 *device, float radius1
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}
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/* theta = angle on xy plane wrt x axis */
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theta_step = -2 * M_PI / slices;
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theta_start = M_PI / 2;
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theta_step = -2.0f * D3DX_PI / slices;
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theta_start = D3DX_PI / 2.0f;
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if (!compute_sincos_table(&theta, theta_start, theta_step, slices))
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{
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