On 01/22/2011 12:22 AM, Travis Athougies wrote:
matrix + i will advance by the size of 1 D3DXMATRIX, since matrix is a
pointer to a D3DXMATRIX. Michael is right, I thought the code was
clearer with the pointer arithmetic, but I now see more people are
familiar with the array indexing style.
Actua
Oh I'm sorry. I now see what you mean, you were talking about the
register index parameter to Set*ShaderConstantF? Yes, that should be
changed. I will submit updated patches shortly.
Travis.
On Fri, Jan 21, 2011 at 3:22 PM, Travis Athougies wrote:
> matrix + i will advance by the size of 1 D3DXM
matrix + i will advance by the size of 1 D3DXMATRIX, since matrix is a
pointer to a D3DXMATRIX. Michael is right, I thought the code was
clearer with the pointer arithmetic, but I now see more people are
familiar with the array indexing style.
Travis.
On Fri, Jan 21, 2011 at 8:47 AM, Matteo Bruni
2011/1/21 Michael Stefaniuc :
> On 01/21/2011 06:56 AM, Travis Athougies wrote:
>> On Thu, Jan 20, 2011 at 7:27 AM, Matteo Bruni
>> wrote:
>>>
>>> 2011/1/20 Travis Athougies:
+/* D3DXMATRIX is a union, one of whose elements is an
array, so it can be cast to a float point
On 01/21/2011 06:56 AM, Travis Athougies wrote:
Uh no. If I were to do that, matrix->m[1] would be the second row, not
the second matrix. I'm trying to get at the second matrix. To
illustrate this, suppose the matrix were at 0x8000 (not going to
happen, but just pretend). matrix->m[1] would be at
Uh no. If I were to do that, matrix->m[1] would be the second row, not
the second matrix. I'm trying to get at the second matrix. To
illustrate this, suppose the matrix were at 0x8000 (not going to
happen, but just pretend). matrix->m[1] would be at 0x8010, since
floats are 4 bytes. However, the ne
2011/1/20 Travis Athougies :
> + /* D3DXMATRIX is a union, one of whose elements is an array, so
> it can be cast to a float pointer */
> + if (is_vertex_shader(This->desc.Version))
> + IDirect3DDevice9_SetVertexShaderConstantF(device,
> desc.RegisterIndex + i,