On 12/03/07, Vijay Kiran Kamuju <[EMAIL PROTECTED]> wrote:
Hi,
This is a patch by David Adams, implementing D3DRMVector* functions in d3drm.dll
I am sending the patch to this mailing list as this was posted on
bugzilla and awaiting review.
A few comments:
- * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA
0;2110;-130;1, USA
I don't think that change should be there.
+ LPD3DVECTOR result=(LPD3DVECTOR)(malloc(sizeof(LPD3DVECTOR)));
That and other places in that patch should be using HeapAlloc/HeapFree
+LPD3DVECTOR D3DRMAPI D3DRMVectorRandom(LPD3DVECTOR d)
+{
+
+ srand(time(NULL));
+ d->x=(float)(rand());
+ d->y=(float)(rand());
+ d->z=(float)(rand());
+ TRACE("Random vector=(%f,%f,%f)\n",d->x,d->y,d->z);
+ return d;
+}
I'm not sure about this, but I'm thinking it might be better to
generate a normalized vector there.
- The indentation in D3DRMVectorRotate is a bit of a mess
- Writing test cases doesn't hurt, and in this case should be pretty easy