FUNCTION: HRESULT D3DXCreateMatrixStack (
DWORD Flags,
- LPD3DXMATRIXSTACK* ppStack ) ;
+ LPD3DXMATRIXSTACK* ppStack )
CONSTANT: D3DXSH_MINORDER 2
CONSTANT: D3DXSH_MAXORDER 6
FUNCTION: FLOAT* D3DXSHEvalDirection
- ( FLOAT* Out, UINT Order, D3DXVECTOR3 *pDir ) ;
+ ( FLOAT* Out, UINT Order, D3DXVECTOR3 *pDir )
FUNCTION: FLOAT* D3DXSHRotate
- ( FLOAT* Out, UINT Order, D3DXMATRIX *pMatrix, FLOAT* In ) ;
+ ( FLOAT* Out, UINT Order, D3DXMATRIX *pMatrix, FLOAT* In )
FUNCTION: FLOAT* D3DXSHRotateZ
- ( FLOAT* Out, UINT Order, FLOAT Angle, FLOAT* In ) ;
+ ( FLOAT* Out, UINT Order, FLOAT Angle, FLOAT* In )
FUNCTION: FLOAT* D3DXSHAdd
- ( FLOAT* Out, UINT Order, FLOAT* A, FLOAT* B ) ;
+ ( FLOAT* Out, UINT Order, FLOAT* A, FLOAT* B )
FUNCTION: FLOAT* D3DXSHScale
- ( FLOAT* Out, UINT Order, FLOAT* In, FLOAT Scale ) ;
+ ( FLOAT* Out, UINT Order, FLOAT* In, FLOAT Scale )
-FUNCTION: FLOAT WINAPI ( UINT Order, FLOAT* A, FLOAT* B ) ;
+FUNCTION: FLOAT WINAPI ( UINT Order, FLOAT* A, FLOAT* B )
-FUNCTION: FLOAT* D3DXSHMultiply2 ( FLOAT* Out, FLOAT* F, FLOAT* G ) ;
-FUNCTION: FLOAT* D3DXSHMultiply3 ( FLOAT* Out, FLOAT* F, FLOAT* G ) ;
-FUNCTION: FLOAT* D3DXSHMultiply4 ( FLOAT* Out, FLOAT* F, FLOAT* G ) ;
-FUNCTION: FLOAT* D3DXSHMultiply5 ( FLOAT* Out, FLOAT* F, FLOAT* G ) ;
-FUNCTION: FLOAT* D3DXSHMultiply6 ( FLOAT* Out, FLOAT* F, FLOAT* G ) ;
+FUNCTION: FLOAT* D3DXSHMultiply2 ( FLOAT* Out, FLOAT* F, FLOAT* G )
+FUNCTION: FLOAT* D3DXSHMultiply3 ( FLOAT* Out, FLOAT* F, FLOAT* G )
+FUNCTION: FLOAT* D3DXSHMultiply4 ( FLOAT* Out, FLOAT* F, FLOAT* G )
+FUNCTION: FLOAT* D3DXSHMultiply5 ( FLOAT* Out, FLOAT* F, FLOAT* G )
+FUNCTION: FLOAT* D3DXSHMultiply6 ( FLOAT* Out, FLOAT* F, FLOAT* G )
FUNCTION: HRESULT D3DXSHEvalDirectionalLight
( UINT Order, D3DXVECTOR3* pDir,
FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity,
- FLOAT* ROut, FLOAT* GOut, FLOAT* BOut ) ;
+ FLOAT* ROut, FLOAT* GOut, FLOAT* BOut )
FUNCTION: HRESULT D3DXSHEvalSphericalLight
( UINT Order, D3DXVECTOR3* pPos, FLOAT Radius,
FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity,
- FLOAT* ROut, FLOAT* GOut, FLOAT* BOut ) ;
+ FLOAT* ROut, FLOAT* GOut, FLOAT* BOut )
FUNCTION: HRESULT D3DXSHEvalConeLight
( UINT Order, D3DXVECTOR3* pDir, FLOAT Radius,
FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity,
- FLOAT* ROut, FLOAT* GOut, FLOAT* BOut ) ;
+ FLOAT* ROut, FLOAT* GOut, FLOAT* BOut )
FUNCTION: HRESULT D3DXSHEvalHemisphereLight
( UINT Order, D3DXVECTOR3* pDir, D3DXCOLOR Top, D3DXCOLOR Bottom,
- FLOAT* ROut, FLOAT* GOut, FLOAT* BOut ) ;
+ FLOAT* ROut, FLOAT* GOut, FLOAT* BOut )
FUNCTION: HRESULT D3DXSHProjectCubeMap
( UINT uOrder, LPDIRECT3DCUBETEXTURE9 pCubeMap,
- FLOAT* ROut, FLOAT* GOut, FLOAT* BOut ) ;
+ FLOAT* ROut, FLOAT* GOut, FLOAT* BOut )