include/d3dx9math.inl: Use float functions.

oldstable
Rico Schüller 2012-09-27 12:14:53 +02:00 committed by Alexandre Julliard
parent ef65fddaf9
commit 7fa8b9cc32
1 changed files with 4 additions and 4 deletions

View File

@ -967,7 +967,7 @@ static inline FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
static inline FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv)
{
if (!pv) return 0.0f;
return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) );
return sqrtf( pv->x * pv->x + pv->y * pv->y );
}
static inline FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv)
@ -1045,7 +1045,7 @@ static inline FLOAT D3DXVec3Dot(CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
static inline FLOAT D3DXVec3Length(CONST D3DXVECTOR3 *pv)
{
if (!pv) return 0.0f;
return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) );
return sqrtf( pv->x * pv->x + pv->y * pv->y + pv->z * pv->z );
}
static inline FLOAT D3DXVec3LengthSq(CONST D3DXVECTOR3 *pv)
@ -1119,7 +1119,7 @@ static inline FLOAT D3DXVec4Dot(CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
static inline FLOAT D3DXVec4Length(CONST D3DXVECTOR4 *pv)
{
if (!pv) return 0.0f;
return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) + (pv->w) * (pv->w) );
return sqrtf( pv->x * pv->x + pv->y * pv->y + pv->z * pv->z + pv->w * pv->w );
}
static inline FLOAT D3DXVec4LengthSq(CONST D3DXVECTOR4 *pv)
@ -1283,7 +1283,7 @@ static inline BOOL D3DXQuaternionIsIdentity(D3DXQUATERNION *pq)
static inline FLOAT D3DXQuaternionLength(CONST D3DXQUATERNION *pq)
{
if (!pq) return 0.0f;
return sqrt( (pq->x) * (pq->x) + (pq->y) * (pq->y) + (pq->z) * (pq->z) + (pq->w) * (pq->w) );
return sqrtf( pq->x * pq->x + pq->y * pq->y + pq->z * pq->z + pq->w * pq->w );
}
static inline FLOAT D3DXQuaternionLengthSq(CONST D3DXQUATERNION *pq)