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D3DXFLOAT16 *WINAPI | D3DXFloat32To16Array (D3DXFLOAT16 *pOut, CONST FLOAT *pIn, UINT n) |
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FLOAT *WINAPI | D3DXFloat16To32Array (__out_ecount(n) FLOAT *pOut, __in_ecount(n) CONST D3DXFLOAT16 *pIn, UINT n) |
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FLOAT | D3DXVec2Length (CONST D3DXVECTOR2 *pV) |
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FLOAT | D3DXVec2LengthSq (CONST D3DXVECTOR2 *pV) |
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FLOAT | D3DXVec2Dot (CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2) |
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FLOAT | D3DXVec2CCW (CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2) |
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D3DXVECTOR2 * | D3DXVec2Add (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2) |
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D3DXVECTOR2 * | D3DXVec2Subtract (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2) |
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D3DXVECTOR2 * | D3DXVec2Minimize (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2) |
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D3DXVECTOR2 * | D3DXVec2Maximize (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2) |
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D3DXVECTOR2 * | D3DXVec2Scale (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, FLOAT s) |
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D3DXVECTOR2 * | D3DXVec2Lerp (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, FLOAT s) |
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D3DXVECTOR2 *WINAPI | D3DXVec2Normalize (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV) |
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D3DXVECTOR2 *WINAPI | D3DXVec2Hermite (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pT1, CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pT2, FLOAT s) |
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D3DXVECTOR2 *WINAPI | D3DXVec2CatmullRom (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV0, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT s) |
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D3DXVECTOR2 *WINAPI | D3DXVec2BaryCentric (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT f, FLOAT g) |
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D3DXVECTOR4 *WINAPI | D3DXVec2Transform (D3DXVECTOR4 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM) |
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D3DXVECTOR2 *WINAPI | D3DXVec2TransformCoord (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM) |
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D3DXVECTOR2 *WINAPI | D3DXVec2TransformNormal (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM) |
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D3DXVECTOR4 *WINAPI | D3DXVec2TransformArray (D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n) |
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D3DXVECTOR2 *WINAPI | D3DXVec2TransformCoordArray (D3DXVECTOR2 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n) |
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D3DXVECTOR2 *WINAPI | D3DXVec2TransformNormalArray (D3DXVECTOR2 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n) |
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FLOAT | D3DXVec3Length (CONST D3DXVECTOR3 *pV) |
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FLOAT | D3DXVec3LengthSq (CONST D3DXVECTOR3 *pV) |
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FLOAT | D3DXVec3Dot (CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2) |
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D3DXVECTOR3 * | D3DXVec3Cross (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2) |
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D3DXVECTOR3 * | D3DXVec3Add (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2) |
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D3DXVECTOR3 * | D3DXVec3Subtract (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2) |
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D3DXVECTOR3 * | D3DXVec3Minimize (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2) |
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D3DXVECTOR3 * | D3DXVec3Maximize (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2) |
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D3DXVECTOR3 * | D3DXVec3Scale (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, FLOAT s) |
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D3DXVECTOR3 * | D3DXVec3Lerp (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, FLOAT s) |
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D3DXVECTOR3 *WINAPI | D3DXVec3Normalize (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV) |
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D3DXVECTOR3 *WINAPI | D3DXVec3Hermite (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pT1, CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pT2, FLOAT s) |
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D3DXVECTOR3 *WINAPI | D3DXVec3CatmullRom (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV0, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT s) |
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D3DXVECTOR3 *WINAPI | D3DXVec3BaryCentric (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT f, FLOAT g) |
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D3DXVECTOR4 *WINAPI | D3DXVec3Transform (D3DXVECTOR4 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM) |
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D3DXVECTOR3 *WINAPI | D3DXVec3TransformCoord (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM) |
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D3DXVECTOR3 *WINAPI | D3DXVec3TransformNormal (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM) |
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D3DXVECTOR4 *WINAPI | D3DXVec3TransformArray (D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n) |
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D3DXVECTOR3 *WINAPI | D3DXVec3TransformCoordArray (D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n) |
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D3DXVECTOR3 *WINAPI | D3DXVec3TransformNormalArray (D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n) |
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D3DXVECTOR3 *WINAPI | D3DXVec3Project (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld) |
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D3DXVECTOR3 *WINAPI | D3DXVec3Unproject (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld) |
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D3DXVECTOR3 *WINAPI | D3DXVec3ProjectArray (D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3D10_VIEWPORT *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld, UINT n) |
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D3DXVECTOR3 *WINAPI | D3DXVec3UnprojectArray (D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3D10_VIEWPORT *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld, UINT n) |
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FLOAT | D3DXVec4Length (CONST D3DXVECTOR4 *pV) |
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FLOAT | D3DXVec4LengthSq (CONST D3DXVECTOR4 *pV) |
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FLOAT | D3DXVec4Dot (CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) |
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D3DXVECTOR4 * | D3DXVec4Add (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) |
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D3DXVECTOR4 * | D3DXVec4Subtract (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) |
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D3DXVECTOR4 * | D3DXVec4Minimize (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) |
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D3DXVECTOR4 * | D3DXVec4Maximize (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) |
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D3DXVECTOR4 * | D3DXVec4Scale (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, FLOAT s) |
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D3DXVECTOR4 * | D3DXVec4Lerp (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, FLOAT s) |
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D3DXVECTOR4 *WINAPI | D3DXVec4Cross (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3) |
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D3DXVECTOR4 *WINAPI | D3DXVec4Normalize (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV) |
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D3DXVECTOR4 *WINAPI | D3DXVec4Hermite (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pT1, CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pT2, FLOAT s) |
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D3DXVECTOR4 *WINAPI | D3DXVec4CatmullRom (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV0, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT s) |
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D3DXVECTOR4 *WINAPI | D3DXVec4BaryCentric (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT f, FLOAT g) |
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D3DXVECTOR4 *WINAPI | D3DXVec4Transform (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, CONST D3DXMATRIX *pM) |
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D3DXVECTOR4 *WINAPI | D3DXVec4TransformArray (D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR4 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n) |
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D3DXMATRIX * | D3DXMatrixIdentity (D3DXMATRIX *pOut) |
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BOOL | D3DXMatrixIsIdentity (CONST D3DXMATRIX *pM) |
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FLOAT WINAPI | D3DXMatrixDeterminant (CONST D3DXMATRIX *pM) |
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HRESULT WINAPI | D3DXMatrixDecompose (D3DXVECTOR3 *pOutScale, D3DXQUATERNION *pOutRotation, D3DXVECTOR3 *pOutTranslation, CONST D3DXMATRIX *pM) |
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D3DXMATRIX *WINAPI | D3DXMatrixTranspose (D3DXMATRIX *pOut, CONST D3DXMATRIX *pM) |
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D3DXMATRIX *WINAPI | D3DXMatrixMultiply (D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2) |
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D3DXMATRIX *WINAPI | D3DXMatrixMultiplyTranspose (D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2) |
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D3DXMATRIX *WINAPI | D3DXMatrixInverse (D3DXMATRIX *pOut, FLOAT *pDeterminant, CONST D3DXMATRIX *pM) |
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D3DXMATRIX *WINAPI | D3DXMatrixScaling (D3DXMATRIX *pOut, FLOAT sx, FLOAT sy, FLOAT sz) |
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D3DXMATRIX *WINAPI | D3DXMatrixTranslation (D3DXMATRIX *pOut, FLOAT x, FLOAT y, FLOAT z) |
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D3DXMATRIX *WINAPI | D3DXMatrixRotationX (D3DXMATRIX *pOut, FLOAT Angle) |
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D3DXMATRIX *WINAPI | D3DXMatrixRotationY (D3DXMATRIX *pOut, FLOAT Angle) |
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D3DXMATRIX *WINAPI | D3DXMatrixRotationZ (D3DXMATRIX *pOut, FLOAT Angle) |
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D3DXMATRIX *WINAPI | D3DXMatrixRotationAxis (D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle) |
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D3DXMATRIX *WINAPI | D3DXMatrixRotationQuaternion (D3DXMATRIX *pOut, CONST D3DXQUATERNION *pQ) |
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D3DXMATRIX *WINAPI | D3DXMatrixRotationYawPitchRoll (D3DXMATRIX *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll) |
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D3DXMATRIX *WINAPI | D3DXMatrixTransformation (D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pScalingCenter, CONST D3DXQUATERNION *pScalingRotation, CONST D3DXVECTOR3 *pScaling, CONST D3DXVECTOR3 *pRotationCenter, CONST D3DXQUATERNION *pRotation, CONST D3DXVECTOR3 *pTranslation) |
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D3DXMATRIX *WINAPI | D3DXMatrixTransformation2D (D3DXMATRIX *pOut, CONST D3DXVECTOR2 *pScalingCenter, FLOAT ScalingRotation, CONST D3DXVECTOR2 *pScaling, CONST D3DXVECTOR2 *pRotationCenter, FLOAT Rotation, CONST D3DXVECTOR2 *pTranslation) |
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D3DXMATRIX *WINAPI | D3DXMatrixAffineTransformation (D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR3 *pRotationCenter, CONST D3DXQUATERNION *pRotation, CONST D3DXVECTOR3 *pTranslation) |
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D3DXMATRIX *WINAPI | D3DXMatrixAffineTransformation2D (D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR2 *pRotationCenter, FLOAT Rotation, CONST D3DXVECTOR2 *pTranslation) |
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D3DXMATRIX *WINAPI | D3DXMatrixLookAtRH (D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, CONST D3DXVECTOR3 *pUp) |
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D3DXMATRIX *WINAPI | D3DXMatrixLookAtLH (D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, CONST D3DXVECTOR3 *pUp) |
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D3DXMATRIX *WINAPI | D3DXMatrixPerspectiveRH (D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) |
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D3DXMATRIX *WINAPI | D3DXMatrixPerspectiveLH (D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) |
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D3DXMATRIX *WINAPI | D3DXMatrixPerspectiveFovRH (D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf) |
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D3DXMATRIX *WINAPI | D3DXMatrixPerspectiveFovLH (D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf) |
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D3DXMATRIX *WINAPI | D3DXMatrixPerspectiveOffCenterRH (D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) |
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D3DXMATRIX *WINAPI | D3DXMatrixPerspectiveOffCenterLH (D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) |
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D3DXMATRIX *WINAPI | D3DXMatrixOrthoRH (D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) |
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D3DXMATRIX *WINAPI | D3DXMatrixOrthoLH (D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) |
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D3DXMATRIX *WINAPI | D3DXMatrixOrthoOffCenterRH (D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) |
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D3DXMATRIX *WINAPI | D3DXMatrixOrthoOffCenterLH (D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) |
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D3DXMATRIX *WINAPI | D3DXMatrixShadow (D3DXMATRIX *pOut, CONST D3DXVECTOR4 *pLight, CONST D3DXPLANE *pPlane) |
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D3DXMATRIX *WINAPI | D3DXMatrixReflect (D3DXMATRIX *pOut, CONST D3DXPLANE *pPlane) |
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FLOAT | D3DXQuaternionLength (CONST D3DXQUATERNION *pQ) |
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FLOAT | D3DXQuaternionLengthSq (CONST D3DXQUATERNION *pQ) |
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FLOAT | D3DXQuaternionDot (CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2) |
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D3DXQUATERNION * | D3DXQuaternionIdentity (D3DXQUATERNION *pOut) |
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BOOL | D3DXQuaternionIsIdentity (CONST D3DXQUATERNION *pQ) |
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D3DXQUATERNION * | D3DXQuaternionConjugate (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ) |
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void WINAPI | D3DXQuaternionToAxisAngle (CONST D3DXQUATERNION *pQ, D3DXVECTOR3 *pAxis, FLOAT *pAngle) |
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D3DXQUATERNION *WINAPI | D3DXQuaternionRotationMatrix (D3DXQUATERNION *pOut, CONST D3DXMATRIX *pM) |
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D3DXQUATERNION *WINAPI | D3DXQuaternionRotationAxis (D3DXQUATERNION *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle) |
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D3DXQUATERNION *WINAPI | D3DXQuaternionRotationYawPitchRoll (D3DXQUATERNION *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll) |
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D3DXQUATERNION *WINAPI | D3DXQuaternionMultiply (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2) |
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D3DXQUATERNION *WINAPI | D3DXQuaternionNormalize (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ) |
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D3DXQUATERNION *WINAPI | D3DXQuaternionInverse (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ) |
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D3DXQUATERNION *WINAPI | D3DXQuaternionLn (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ) |
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D3DXQUATERNION *WINAPI | D3DXQuaternionExp (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ) |
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D3DXQUATERNION *WINAPI | D3DXQuaternionSlerp (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2, FLOAT t) |
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D3DXQUATERNION *WINAPI | D3DXQuaternionSquad (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pA, CONST D3DXQUATERNION *pB, CONST D3DXQUATERNION *pC, FLOAT t) |
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void WINAPI | D3DXQuaternionSquadSetup (D3DXQUATERNION *pAOut, D3DXQUATERNION *pBOut, D3DXQUATERNION *pCOut, CONST D3DXQUATERNION *pQ0, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3) |
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D3DXQUATERNION *WINAPI | D3DXQuaternionBaryCentric (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3, FLOAT f, FLOAT g) |
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FLOAT | D3DXPlaneDot (CONST D3DXPLANE *pP, CONST D3DXVECTOR4 *pV) |
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FLOAT | D3DXPlaneDotCoord (CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV) |
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FLOAT | D3DXPlaneDotNormal (CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV) |
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D3DXPLANE * | D3DXPlaneScale (D3DXPLANE *pOut, CONST D3DXPLANE *pP, FLOAT s) |
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D3DXPLANE *WINAPI | D3DXPlaneNormalize (D3DXPLANE *pOut, CONST D3DXPLANE *pP) |
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D3DXVECTOR3 *WINAPI | D3DXPlaneIntersectLine (D3DXVECTOR3 *pOut, CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2) |
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D3DXPLANE *WINAPI | D3DXPlaneFromPointNormal (D3DXPLANE *pOut, CONST D3DXVECTOR3 *pPoint, CONST D3DXVECTOR3 *pNormal) |
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D3DXPLANE *WINAPI | D3DXPlaneFromPoints (D3DXPLANE *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3) |
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D3DXPLANE *WINAPI | D3DXPlaneTransform (D3DXPLANE *pOut, CONST D3DXPLANE *pP, CONST D3DXMATRIX *pM) |
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D3DXPLANE *WINAPI | D3DXPlaneTransformArray (D3DXPLANE *pOut, UINT OutStride, CONST D3DXPLANE *pP, UINT PStride, CONST D3DXMATRIX *pM, UINT n) |
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D3DXCOLOR * | D3DXColorNegative (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC) |
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D3DXCOLOR * | D3DXColorAdd (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2) |
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D3DXCOLOR * | D3DXColorSubtract (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2) |
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D3DXCOLOR * | D3DXColorScale (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s) |
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D3DXCOLOR * | D3DXColorModulate (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2) |
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D3DXCOLOR * | D3DXColorLerp (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2, FLOAT s) |
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D3DXCOLOR *WINAPI | D3DXColorAdjustSaturation (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s) |
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D3DXCOLOR *WINAPI | D3DXColorAdjustContrast (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT c) |
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FLOAT WINAPI | D3DXFresnelTerm (FLOAT CosTheta, FLOAT RefractionIndex) |
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| DEFINE_GUID (IID_ID3DXMatrixStack, 0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85) |
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| DECLARE_INTERFACE_ (ID3DXMatrixStack, IUnknown) |
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HRESULT WINAPI | D3DXCreateMatrixStack (UINT Flags, LPD3DXMATRIXSTACK *ppStack) |
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FLOAT *WINAPI | D3DXSHEvalDirection (FLOAT *pOut, UINT Order, CONST D3DXVECTOR3 *pDir) |
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FLOAT *WINAPI | D3DXSHRotate (__out_ecount(Order *Order) FLOAT *pOut, UINT Order, CONST D3DXMATRIX *pMatrix, CONST FLOAT *pIn) |
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FLOAT *WINAPI | D3DXSHRotateZ (FLOAT *pOut, UINT Order, FLOAT Angle, CONST FLOAT *pIn) |
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FLOAT *WINAPI | D3DXSHAdd (__out_ecount(Order *Order) FLOAT *pOut, UINT Order, CONST FLOAT *pA, CONST FLOAT *pB) |
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FLOAT *WINAPI | D3DXSHScale (__out_ecount(Order *Order) FLOAT *pOut, UINT Order, CONST FLOAT *pIn, CONST FLOAT Scale) |
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FLOAT WINAPI | D3DXSHDot (UINT Order, CONST FLOAT *pA, CONST FLOAT *pB) |
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| __out_ecount (4) FLOAT *WINAPI D3DXSHMultiply2(__out_ecount(4) FLOAT *pOut |
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| __in_ecount (4) CONST FLOAT *pF |
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| __out_ecount (9) FLOAT *WINAPI D3DXSHMultiply3(__out_ecount(9) FLOAT *pOut |
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| __in_ecount (9) CONST FLOAT *pF |
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| __out_ecount (16) FLOAT *WINAPI D3DXSHMultiply4(__out_ecount(16) FLOAT *pOut |
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| __in_ecount (16) CONST FLOAT *pF |
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| __out_ecount (25) FLOAT *WINAPI D3DXSHMultiply5(__out_ecount(25) FLOAT *pOut |
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| __in_ecount (25) CONST FLOAT *pF |
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| __out_ecount (36) FLOAT *WINAPI D3DXSHMultiply6(__out_ecount(36) FLOAT *pOut |
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| __in_ecount (36) CONST FLOAT *pF |
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HRESULT WINAPI | D3DXSHEvalDirectionalLight (UINT Order, CONST D3DXVECTOR3 *pDir, FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, __out_ecount_opt(Order *Order) FLOAT *pROut, __out_ecount_opt(Order *Order) FLOAT *pGOut, __out_ecount_opt(Order *Order) FLOAT *pBOut) |
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HRESULT WINAPI | D3DXSHEvalSphericalLight (UINT Order, CONST D3DXVECTOR3 *pPos, FLOAT Radius, FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, __out_ecount_opt(Order *Order) FLOAT *pROut, __out_ecount_opt(Order *Order) FLOAT *pGOut, __out_ecount_opt(Order *Order) FLOAT *pBOut) |
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HRESULT WINAPI | D3DXSHEvalConeLight (UINT Order, CONST D3DXVECTOR3 *pDir, FLOAT Radius, FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, __out_ecount_opt(Order *Order) FLOAT *pROut, __out_ecount_opt(Order *Order) FLOAT *pGOut, __out_ecount_opt(Order *Order) FLOAT *pBOut) |
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HRESULT WINAPI | D3DXSHEvalHemisphereLight (UINT Order, CONST D3DXVECTOR3 *pDir, D3DXCOLOR Top, D3DXCOLOR Bottom, __out_ecount_opt(Order *Order) FLOAT *pROut, __out_ecount_opt(Order *Order) FLOAT *pGOut, __out_ecount_opt(Order *Order) FLOAT *pBOut) |
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BOOL WINAPI | D3DXIntersectTri (CONST D3DXVECTOR3 *p0, CONST D3DXVECTOR3 *p1, CONST D3DXVECTOR3 *p2, CONST D3DXVECTOR3 *pRayPos, CONST D3DXVECTOR3 *pRayDir, FLOAT *pU, FLOAT *pV, FLOAT *pDist) |
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BOOL WINAPI | D3DXSphereBoundProbe (CONST D3DXVECTOR3 *pCenter, FLOAT Radius, CONST D3DXVECTOR3 *pRayPosition, CONST D3DXVECTOR3 *pRayDirection) |
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BOOL WINAPI | D3DXBoxBoundProbe (CONST D3DXVECTOR3 *pMin, CONST D3DXVECTOR3 *pMax, CONST D3DXVECTOR3 *pRayPosition, CONST D3DXVECTOR3 *pRayDirection) |
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HRESULT WINAPI | D3DXComputeBoundingSphere (CONST D3DXVECTOR3 *pFirstPosition, DWORD NumVertices, DWORD dwStride, D3DXVECTOR3 *pCenter, FLOAT *pRadius) |
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HRESULT WINAPI | D3DXComputeBoundingBox (CONST D3DXVECTOR3 *pFirstPosition, DWORD NumVertices, DWORD dwStride, D3DXVECTOR3 *pMin, D3DXVECTOR3 *pMax) |
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D3DX_CPU_OPTIMIZATION WINAPI | D3DXCpuOptimizations (BOOL Enable) |
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