> On Tue, Jul 27, 2010 at 1:30 AM, Misha Koshelev <misha680 at gmail.com> wrote: > > I have spent quite a bit of time with Henri on IRC re this patch (thank you > > so much) and it now has his blessing. > > > > Hopefully everyone else's as well :) > > Looks nice, but I have a question. > > When you're going to actually implement D3DXCreateSphere (probably > applies to subsequent mesh functions too), aren't you going to need > big chunks of this code, like the compute_sphere and *_sincos_table > functions? > > Or are you going to use a different approach to compute the meshes in > the actual implementation? > > Octavian >
Yes it is going to be fairly similar. A few exceptions: * No mesh structure per se (vertex and index buffer inline in the actual function) * Definitely the sincos_table parts You can see (a rather dated at this point) version here: http://github.com/misha680/wine/blob/master/dlls/d3dx9_36/mesh.c Why do you ask? Are you aware of a good way to share code between tests and the actual function? Thank you Misha p.s. I'm not really aware of another (better) approach to compute.
