Nozomi Kodama <[email protected]> writes: > @@ -2231,6 +2231,40 @@ FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT > order, CONST D3DXVECTOR3 *dir > return out; > } > > +HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, CONST D3DXVECTOR3 > *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *Rout, > FLOAT *Gout, FLOAT *Bout) > +{ > + FLOAT s, temp[36]; > + UINT j; > + > + TRACE("Order %u, Vector %p, Red %f, Green %f, Blue %f, Rout %p, Gout %p, > Bout %p\n", order, dir, Rintensity, Gintensity, Bintensity, Rout, Gout, Bout); > + > + if ( order > D3DXSH_MAXORDER ) > + { > + FIXME("This case is not implemented yet. Anyway, following to MSDN, > this case should not happen\n"); > + > + return D3D_OK; > + }
You should test the expected results for that case too, the implementation should be easy either way. -- Alexandre Julliard [email protected]
