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| #define | D3DX_PI ((FLOAT)3.141592654) |
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| #define | D3DX_1BYPI ((FLOAT)0.318309886) |
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| #define | D3DXSH_MINORDER 2 |
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| #define | D3DXSH_MAXORDER 6 |
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| #define | D3DXToRadian(degree) ((degree) * (D3DX_PI / 180.0f)) |
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| #define | D3DXToDegree(radian) ((radian) * (180.0f / D3DX_PI)) |
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| #define | INTERFACE ID3DXMatrixStack |
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| #define | ID3DXMatrixStack_QueryInterface(p, a, b) (p)->lpVtbl->QueryInterface(p,a,b) |
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| #define | ID3DXMatrixStack_AddRef(p) (p)->lpVtbl->AddRef(p) |
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| #define | ID3DXMatrixStack_Release(p) (p)->lpVtbl->Release(p) |
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| #define | ID3DXMatrixStack_Pop(p) (p)->lpVtbl->Pop(p) |
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| #define | ID3DXMatrixStack_Push(p) (p)->lpVtbl->Push(p) |
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| #define | ID3DXMatrixStack_LoadIdentity(p) (p)->lpVtbl->LoadIdentity(p) |
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| #define | ID3DXMatrixStack_LoadMatrix(p, a) (p)->lpVtbl->LoadMatrix(p,a) |
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| #define | ID3DXMatrixStack_MultMatrix(p, a) (p)->lpVtbl->MultMatrix(p,a) |
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| #define | ID3DXMatrixStack_MultMatrixLocal(p, a) (p)->lpVtbl->MultMatrixLocal(p,a) |
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| #define | ID3DXMatrixStack_RotateAxis(p, a, b) (p)->lpVtbl->RotateAxis(p,a,b) |
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| #define | ID3DXMatrixStack_RotateAxisLocal(p, a, b) (p)->lpVtbl->RotateAxisLocal(p,a,b) |
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| #define | ID3DXMatrixStack_RotateYawPitchRoll(p, a, b, c) (p)->lpVtbl->RotateYawPitchRoll(p,a,b,c) |
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| #define | ID3DXMatrixStack_RotateYawPitchRollLocal(p, a, b, c) (p)->lpVtbl->RotateYawPitchRollLocal(p,a,b,c) |
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| #define | ID3DXMatrixStack_Scale(p, a, b, c) (p)->lpVtbl->Scale(p,a,b,c) |
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| #define | ID3DXMatrixStack_ScaleLocal(p, a, b, c) (p)->lpVtbl->ScaleLocal(p,a,b,c) |
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| #define | ID3DXMatrixStack_Translate(p, a, b, c) (p)->lpVtbl->Translate(p,a,b,c) |
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| #define | ID3DXMatrixStack_TranslateLocal(p, a, b, c) (p)->lpVtbl->TranslateLocal(p,a,b,c) |
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| #define | ID3DXMatrixStack_GetTop(p) (p)->lpVtbl->GetTop(p) |
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| D3DXCOLOR *WINAPI | D3DXColorAdjustContrast (D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s) |
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| D3DXCOLOR *WINAPI | D3DXColorAdjustSaturation (D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s) |
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| FLOAT WINAPI | D3DXFresnelTerm (FLOAT costheta, FLOAT refractionindex) |
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| D3DXMATRIX *WINAPI | D3DXMatrixAffineTransformation (D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR3 *rotationcenter, const D3DXQUATERNION *rotation, const D3DXVECTOR3 *translation) |
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| D3DXMATRIX *WINAPI | D3DXMatrixAffineTransformation2D (D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR2 *protationcenter, FLOAT rotation, const D3DXVECTOR2 *ptranslation) |
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| HRESULT WINAPI | D3DXMatrixDecompose (D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, const D3DXMATRIX *pm) |
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| FLOAT WINAPI | D3DXMatrixDeterminant (const D3DXMATRIX *pm) |
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| D3DXMATRIX *WINAPI | D3DXMatrixInverse (D3DXMATRIX *pout, FLOAT *pdeterminant, const D3DXMATRIX *pm) |
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| D3DXMATRIX *WINAPI | D3DXMatrixLookAtLH (D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup) |
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| D3DXMATRIX *WINAPI | D3DXMatrixLookAtRH (D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup) |
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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 | D3DXMatrixOrthoLH (D3DXMATRIX *pout, FLOAT w, FLOAT h, 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 | D3DXMatrixOrthoOffCenterRH (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 | D3DXMatrixPerspectiveFovLH (D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, 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 | D3DXMatrixPerspectiveLH (D3DXMATRIX *pout, FLOAT w, FLOAT h, 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 | D3DXMatrixPerspectiveOffCenterRH (D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) |
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| D3DXMATRIX *WINAPI | D3DXMatrixPerspectiveRH (D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) |
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| D3DXMATRIX *WINAPI | D3DXMatrixReflect (D3DXMATRIX *pout, const D3DXPLANE *pplane) |
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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 | D3DXMatrixRotationX (D3DXMATRIX *pout, FLOAT angle) |
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| D3DXMATRIX *WINAPI | D3DXMatrixRotationY (D3DXMATRIX *pout, FLOAT angle) |
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| D3DXMATRIX *WINAPI | D3DXMatrixRotationYawPitchRoll (D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll) |
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| D3DXMATRIX *WINAPI | D3DXMatrixRotationZ (D3DXMATRIX *pout, FLOAT angle) |
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| D3DXMATRIX *WINAPI | D3DXMatrixScaling (D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz) |
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| D3DXMATRIX *WINAPI | D3DXMatrixShadow (D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pPlane) |
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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 | D3DXMatrixTranslation (D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z) |
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| D3DXMATRIX *WINAPI | D3DXMatrixTranspose (D3DXMATRIX *pout, const D3DXMATRIX *pm) |
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| D3DXPLANE *WINAPI | D3DXPlaneFromPointNormal (D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal) |
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| D3DXPLANE *WINAPI | D3DXPlaneFromPoints (D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3) |
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| D3DXVECTOR3 *WINAPI | D3DXPlaneIntersectLine (D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2) |
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| D3DXPLANE *WINAPI | D3DXPlaneNormalize (D3DXPLANE *pout, const D3DXPLANE *pp) |
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| D3DXPLANE *WINAPI | D3DXPlaneTransform (D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm) |
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| D3DXPLANE *WINAPI | D3DXPlaneTransformArray (D3DXPLANE *pout, UINT outstride, const D3DXPLANE *pplane, UINT pstride, const D3DXMATRIX *pm, UINT n) |
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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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| D3DXQUATERNION *WINAPI | D3DXQuaternionExp (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 | 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 | D3DXQuaternionRotationAxis (D3DXQUATERNION *pout, const D3DXVECTOR3 *pv, FLOAT angle) |
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| D3DXQUATERNION *WINAPI | D3DXQuaternionRotationMatrix (D3DXQUATERNION *pout, const D3DXMATRIX *pm) |
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| D3DXQUATERNION *WINAPI | D3DXQuaternionRotationYawPitchRoll (D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll) |
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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 *pq2, const D3DXQUATERNION *pq3, const D3DXQUATERNION *pq4, 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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| void WINAPI | D3DXQuaternionToAxisAngle (const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle) |
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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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| 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 | D3DXVec2Hermite (D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s) |
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| D3DXVECTOR2 *WINAPI | D3DXVec2Normalize (D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv) |
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| D3DXVECTOR4 *WINAPI | D3DXVec2Transform (D3DXVECTOR4 *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 | D3DXVec2TransformCoord (D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm) |
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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 | D3DXVec2TransformNormal (D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm) |
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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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| D3DXVECTOR3 *WINAPI | D3DXVec3BaryCentric (D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g) |
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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 | D3DXVec3Hermite (D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s) |
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| D3DXVECTOR3 *WINAPI | D3DXVec3Normalize (D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv) |
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| D3DXVECTOR3 *WINAPI | D3DXVec3Project (D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *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 D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld, UINT n) |
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| D3DXVECTOR4 *WINAPI | D3DXVec3Transform (D3DXVECTOR4 *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 | D3DXVec3TransformCoord (D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm) |
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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 | D3DXVec3TransformNormal (D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm) |
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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 | D3DXVec3Unproject (D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld) |
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| D3DXVECTOR3 *WINAPI | D3DXVec3UnprojectArray (D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld, UINT n) |
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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 | D3DXVec4CatmullRom (D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, 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 | D3DXVec4Hermite (D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s) |
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| D3DXVECTOR4 *WINAPI | D3DXVec4Normalize (D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv) |
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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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| D3DXFLOAT16 *WINAPI | D3DXFloat32To16Array (D3DXFLOAT16 *pout, const FLOAT *pin, UINT n) |
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| FLOAT *WINAPI | D3DXFloat16To32Array (FLOAT *pout, const D3DXFLOAT16 *pin, UINT n) |
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| FLOAT *WINAPI | D3DXSHAdd (FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b) |
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| FLOAT WINAPI | D3DXSHDot (UINT order, const FLOAT *a, const FLOAT *b) |
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| HRESULT WINAPI | D3DXSHEvalConeLight (UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout) |
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| FLOAT *WINAPI | D3DXSHEvalDirection (FLOAT *out, UINT order, const D3DXVECTOR3 *dir) |
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| HRESULT WINAPI | D3DXSHEvalDirectionalLight (UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout) |
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| HRESULT WINAPI | D3DXSHEvalHemisphereLight (UINT order, const D3DXVECTOR3 *dir, D3DXCOLOR top, D3DXCOLOR bottom, FLOAT *rout, FLOAT *gout, FLOAT *bout) |
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| HRESULT WINAPI | D3DXSHEvalSphericalLight (UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout) |
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| FLOAT *WINAPI | D3DXSHMultiply2 (FLOAT *out, const FLOAT *a, const FLOAT *b) |
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| FLOAT *WINAPI | D3DXSHMultiply3 (FLOAT *out, const FLOAT *a, const FLOAT *b) |
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| FLOAT *WINAPI | D3DXSHMultiply4 (FLOAT *out, const FLOAT *a, const FLOAT *b) |
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| HRESULT WINAPI | D3DXSHProjectCubeMap (UINT order, IDirect3DCubeTexture9 *cubemap, FLOAT *rout, FLOAT *gout, FLOAT *bout) |
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| FLOAT *WINAPI | D3DXSHRotate (FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in) |
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| FLOAT *WINAPI | D3DXSHRotateZ (FLOAT *out, UINT order, FLOAT angle, const FLOAT *in) |
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| FLOAT *WINAPI | D3DXSHScale (FLOAT *out, UINT order, const FLOAT *a, const FLOAT scale) |
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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 (DWORD flags, ID3DXMatrixStack **stack) |
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