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d3dx10math.h File Reference
#include "d3dx10.h"
#include <math.h>
#include "d3dx10math.inl"
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Go to the source code of this file.

Classes

struct  D3DXFLOAT16
 
struct  D3DXVECTOR2
 
struct  D3DXVECTOR2_16F
 
struct  D3DXVECTOR3_16F
 __cplusplus More...
 
struct  D3DXVECTOR4
 
struct  D3DXVECTOR4_16F
 
struct  D3DXQUATERNION
 
struct  D3DXPLANE
 
struct  D3DXCOLOR
 

Macros

#define D3DX_PI   (3.14159265358979323846)
 
#define D3DX_1BYPI   ( 1.0 / D3DX_PI )
 
#define D3DXToRadian(degree)   ((degree) * (D3DX_PI / 180.0))
 
#define D3DXToDegree(radian)   ((radian) * (180.0 / D3DX_PI))
 
#define D3DX_16F_DIG   3
 
#define D3DX_16F_EPSILON   4.8875809e-4f
 
#define D3DX_16F_MANT_DIG   11
 
#define D3DX_16F_MAX   6.550400e+004
 
#define D3DX_16F_MAX_10_EXP   4
 
#define D3DX_16F_MAX_EXP   15
 
#define D3DX_16F_MIN   6.1035156e-5f
 
#define D3DX_16F_MIN_10_EXP   (-4)
 
#define D3DX_16F_MIN_EXP   (-14)
 
#define D3DX_16F_RADIX   2
 
#define D3DX_16F_ROUNDS   1
 
#define D3DX_16F_SIGN_MASK   0x8000
 
#define D3DX_16F_EXP_MASK   0x7C00
 
#define D3DX_16F_FRAC_MASK   0x03FF
 
#define D3DX_ALIGN16
 __cplusplus More...
 
#define INTERFACE   ID3DXMatrixStack
 
#define D3DXSH_MINORDER   2
 
#define D3DXSH_MAXORDER   6
 

Typedefs

typedef struct D3DXFLOAT16 D3DXFLOAT16
 
typedef struct D3DXFLOAT16LPD3DXFLOAT16
 
typedef struct D3DXVECTOR2 D3DXVECTOR2
 
typedef struct D3DXVECTOR2LPD3DXVECTOR2
 
typedef struct D3DXVECTOR2_16F D3DXVECTOR2_16F
 
typedef struct D3DXVECTOR2_16FLPD3DXVECTOR2_16F
 
typedef struct _D3DVECTOR D3DXVECTOR3
 __cplusplus More...
 
typedef struct _D3DVECTORLPD3DXVECTOR3
 
typedef struct D3DXVECTOR3_16F D3DXVECTOR3_16F
 __cplusplus More...
 
typedef struct D3DXVECTOR3_16FLPD3DXVECTOR3_16F
 
typedef struct D3DXVECTOR4 D3DXVECTOR4
 
typedef struct D3DXVECTOR4LPD3DXVECTOR4
 
typedef struct D3DXVECTOR4_16F D3DXVECTOR4_16F
 
typedef struct D3DXVECTOR4_16FLPD3DXVECTOR4_16F
 
typedef struct _D3DMATRIX D3DXMATRIX
 __cplusplus More...
 
typedef struct _D3DMATRIXLPD3DXMATRIX
 
typedef D3DXMATRIX _D3DXMATRIXA16
 __cplusplus More...
 
typedef D3DX_ALIGN16 _D3DXMATRIXA16 D3DXMATRIXA16
 
typedef D3DX_ALIGN16 _D3DXMATRIXA16LPD3DXMATRIXA16
 
typedef struct D3DXQUATERNION D3DXQUATERNION
 
typedef struct D3DXQUATERNIONLPD3DXQUATERNION
 
typedef struct D3DXPLANE D3DXPLANE
 
typedef struct D3DXPLANELPD3DXPLANE
 
typedef struct D3DXCOLOR D3DXCOLOR
 
typedef struct D3DXCOLORLPD3DXCOLOR
 
typedef interface ID3DXMatrixStack ID3DXMatrixStack
 
typedef interface ID3DXMatrixStackLPD3DXMATRIXSTACK
 
typedef enum _D3DX_CPU_OPTIMIZATION D3DX_CPU_OPTIMIZATION
 

Enumerations

enum  _D3DX_CPU_OPTIMIZATION { D3DX_NOT_OPTIMIZED = 0, D3DX_3DNOW_OPTIMIZED, D3DX_SSE2_OPTIMIZED, D3DX_SSE_OPTIMIZED }
 

Functions

D3DXFLOAT16 *WINAPI D3DXFloat32To16Array (D3DXFLOAT16 *pOut, CONST FLOAT *pIn, UINT n)
 
FLOAT *WINAPI D3DXFloat16To32Array (__out_ecount(n) FLOAT *pOut, __in_ecount(n) CONST D3DXFLOAT16 *pIn, UINT n)
 
FLOAT D3DXVec2Length (CONST D3DXVECTOR2 *pV)
 
FLOAT D3DXVec2LengthSq (CONST D3DXVECTOR2 *pV)
 
FLOAT D3DXVec2Dot (CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
 
FLOAT D3DXVec2CCW (CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
 
D3DXVECTOR2D3DXVec2Add (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
 
D3DXVECTOR2D3DXVec2Subtract (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
 
D3DXVECTOR2D3DXVec2Minimize (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
 
D3DXVECTOR2D3DXVec2Maximize (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
 
D3DXVECTOR2D3DXVec2Scale (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, FLOAT s)
 
D3DXVECTOR2D3DXVec2Lerp (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, FLOAT s)
 
D3DXVECTOR2 *WINAPI D3DXVec2Normalize (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV)
 
D3DXVECTOR2 *WINAPI D3DXVec2Hermite (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pT1, CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pT2, FLOAT s)
 
D3DXVECTOR2 *WINAPI D3DXVec2CatmullRom (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV0, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT s)
 
D3DXVECTOR2 *WINAPI D3DXVec2BaryCentric (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT f, FLOAT g)
 
D3DXVECTOR4 *WINAPI D3DXVec2Transform (D3DXVECTOR4 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM)
 
D3DXVECTOR2 *WINAPI D3DXVec2TransformCoord (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM)
 
D3DXVECTOR2 *WINAPI D3DXVec2TransformNormal (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM)
 
D3DXVECTOR4 *WINAPI D3DXVec2TransformArray (D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
 
D3DXVECTOR2 *WINAPI D3DXVec2TransformCoordArray (D3DXVECTOR2 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
 
D3DXVECTOR2 *WINAPI D3DXVec2TransformNormalArray (D3DXVECTOR2 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
 
FLOAT D3DXVec3Length (CONST D3DXVECTOR3 *pV)
 
FLOAT D3DXVec3LengthSq (CONST D3DXVECTOR3 *pV)
 
FLOAT D3DXVec3Dot (CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
 
D3DXVECTOR3D3DXVec3Cross (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
 
D3DXVECTOR3D3DXVec3Add (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
 
D3DXVECTOR3D3DXVec3Subtract (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
 
D3DXVECTOR3D3DXVec3Minimize (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
 
D3DXVECTOR3D3DXVec3Maximize (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
 
D3DXVECTOR3D3DXVec3Scale (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, FLOAT s)
 
D3DXVECTOR3D3DXVec3Lerp (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, FLOAT s)
 
D3DXVECTOR3 *WINAPI D3DXVec3Normalize (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV)
 
D3DXVECTOR3 *WINAPI D3DXVec3Hermite (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pT1, CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pT2, FLOAT s)
 
D3DXVECTOR3 *WINAPI D3DXVec3CatmullRom (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV0, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT s)
 
D3DXVECTOR3 *WINAPI D3DXVec3BaryCentric (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT f, FLOAT g)
 
D3DXVECTOR4 *WINAPI D3DXVec3Transform (D3DXVECTOR4 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM)
 
D3DXVECTOR3 *WINAPI D3DXVec3TransformCoord (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM)
 
D3DXVECTOR3 *WINAPI D3DXVec3TransformNormal (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM)
 
D3DXVECTOR4 *WINAPI D3DXVec3TransformArray (D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
 
D3DXVECTOR3 *WINAPI D3DXVec3TransformCoordArray (D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
 
D3DXVECTOR3 *WINAPI D3DXVec3TransformNormalArray (D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
 
D3DXVECTOR3 *WINAPI D3DXVec3Project (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld)
 
D3DXVECTOR3 *WINAPI D3DXVec3Unproject (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld)
 
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)
 
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)
 
FLOAT D3DXVec4Length (CONST D3DXVECTOR4 *pV)
 
FLOAT D3DXVec4LengthSq (CONST D3DXVECTOR4 *pV)
 
FLOAT D3DXVec4Dot (CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
 
D3DXVECTOR4D3DXVec4Add (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
 
D3DXVECTOR4D3DXVec4Subtract (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
 
D3DXVECTOR4D3DXVec4Minimize (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
 
D3DXVECTOR4D3DXVec4Maximize (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
 
D3DXVECTOR4D3DXVec4Scale (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, FLOAT s)
 
D3DXVECTOR4D3DXVec4Lerp (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, FLOAT s)
 
D3DXVECTOR4 *WINAPI D3DXVec4Cross (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3)
 
D3DXVECTOR4 *WINAPI D3DXVec4Normalize (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV)
 
D3DXVECTOR4 *WINAPI D3DXVec4Hermite (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pT1, CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pT2, FLOAT s)
 
D3DXVECTOR4 *WINAPI D3DXVec4CatmullRom (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV0, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT s)
 
D3DXVECTOR4 *WINAPI D3DXVec4BaryCentric (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT f, FLOAT g)
 
D3DXVECTOR4 *WINAPI D3DXVec4Transform (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, CONST D3DXMATRIX *pM)
 
D3DXVECTOR4 *WINAPI D3DXVec4TransformArray (D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR4 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
 
D3DXMATRIXD3DXMatrixIdentity (D3DXMATRIX *pOut)
 
BOOL D3DXMatrixIsIdentity (CONST D3DXMATRIX *pM)
 
FLOAT WINAPI D3DXMatrixDeterminant (CONST D3DXMATRIX *pM)
 
HRESULT WINAPI D3DXMatrixDecompose (D3DXVECTOR3 *pOutScale, D3DXQUATERNION *pOutRotation, D3DXVECTOR3 *pOutTranslation, CONST D3DXMATRIX *pM)
 
D3DXMATRIX *WINAPI D3DXMatrixTranspose (D3DXMATRIX *pOut, CONST D3DXMATRIX *pM)
 
D3DXMATRIX *WINAPI D3DXMatrixMultiply (D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2)
 
D3DXMATRIX *WINAPI D3DXMatrixMultiplyTranspose (D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2)
 
D3DXMATRIX *WINAPI D3DXMatrixInverse (D3DXMATRIX *pOut, FLOAT *pDeterminant, CONST D3DXMATRIX *pM)
 
D3DXMATRIX *WINAPI D3DXMatrixScaling (D3DXMATRIX *pOut, FLOAT sx, FLOAT sy, FLOAT sz)
 
D3DXMATRIX *WINAPI D3DXMatrixTranslation (D3DXMATRIX *pOut, FLOAT x, FLOAT y, FLOAT z)
 
D3DXMATRIX *WINAPI D3DXMatrixRotationX (D3DXMATRIX *pOut, FLOAT Angle)
 
D3DXMATRIX *WINAPI D3DXMatrixRotationY (D3DXMATRIX *pOut, FLOAT Angle)
 
D3DXMATRIX *WINAPI D3DXMatrixRotationZ (D3DXMATRIX *pOut, FLOAT Angle)
 
D3DXMATRIX *WINAPI D3DXMatrixRotationAxis (D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle)
 
D3DXMATRIX *WINAPI D3DXMatrixRotationQuaternion (D3DXMATRIX *pOut, CONST D3DXQUATERNION *pQ)
 
D3DXMATRIX *WINAPI D3DXMatrixRotationYawPitchRoll (D3DXMATRIX *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll)
 
D3DXMATRIX *WINAPI D3DXMatrixTransformation (D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pScalingCenter, CONST D3DXQUATERNION *pScalingRotation, CONST D3DXVECTOR3 *pScaling, CONST D3DXVECTOR3 *pRotationCenter, CONST D3DXQUATERNION *pRotation, CONST D3DXVECTOR3 *pTranslation)
 
D3DXMATRIX *WINAPI D3DXMatrixTransformation2D (D3DXMATRIX *pOut, CONST D3DXVECTOR2 *pScalingCenter, FLOAT ScalingRotation, CONST D3DXVECTOR2 *pScaling, CONST D3DXVECTOR2 *pRotationCenter, FLOAT Rotation, CONST D3DXVECTOR2 *pTranslation)
 
D3DXMATRIX *WINAPI D3DXMatrixAffineTransformation (D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR3 *pRotationCenter, CONST D3DXQUATERNION *pRotation, CONST D3DXVECTOR3 *pTranslation)
 
D3DXMATRIX *WINAPI D3DXMatrixAffineTransformation2D (D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR2 *pRotationCenter, FLOAT Rotation, CONST D3DXVECTOR2 *pTranslation)
 
D3DXMATRIX *WINAPI D3DXMatrixLookAtRH (D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, CONST D3DXVECTOR3 *pUp)
 
D3DXMATRIX *WINAPI D3DXMatrixLookAtLH (D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, CONST D3DXVECTOR3 *pUp)
 
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveRH (D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
 
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveLH (D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
 
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveFovRH (D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf)
 
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveFovLH (D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf)
 
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveOffCenterRH (D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
 
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveOffCenterLH (D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
 
D3DXMATRIX *WINAPI D3DXMatrixOrthoRH (D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
 
D3DXMATRIX *WINAPI D3DXMatrixOrthoLH (D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
 
D3DXMATRIX *WINAPI D3DXMatrixOrthoOffCenterRH (D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
 
D3DXMATRIX *WINAPI D3DXMatrixOrthoOffCenterLH (D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
 
D3DXMATRIX *WINAPI D3DXMatrixShadow (D3DXMATRIX *pOut, CONST D3DXVECTOR4 *pLight, CONST D3DXPLANE *pPlane)
 
D3DXMATRIX *WINAPI D3DXMatrixReflect (D3DXMATRIX *pOut, CONST D3DXPLANE *pPlane)
 
FLOAT D3DXQuaternionLength (CONST D3DXQUATERNION *pQ)
 
FLOAT D3DXQuaternionLengthSq (CONST D3DXQUATERNION *pQ)
 
FLOAT D3DXQuaternionDot (CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2)
 
D3DXQUATERNIOND3DXQuaternionIdentity (D3DXQUATERNION *pOut)
 
BOOL D3DXQuaternionIsIdentity (CONST D3DXQUATERNION *pQ)
 
D3DXQUATERNIOND3DXQuaternionConjugate (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ)
 
void WINAPI D3DXQuaternionToAxisAngle (CONST D3DXQUATERNION *pQ, D3DXVECTOR3 *pAxis, FLOAT *pAngle)
 
D3DXQUATERNION *WINAPI D3DXQuaternionRotationMatrix (D3DXQUATERNION *pOut, CONST D3DXMATRIX *pM)
 
D3DXQUATERNION *WINAPI D3DXQuaternionRotationAxis (D3DXQUATERNION *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle)
 
D3DXQUATERNION *WINAPI D3DXQuaternionRotationYawPitchRoll (D3DXQUATERNION *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll)
 
D3DXQUATERNION *WINAPI D3DXQuaternionMultiply (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2)
 
D3DXQUATERNION *WINAPI D3DXQuaternionNormalize (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ)
 
D3DXQUATERNION *WINAPI D3DXQuaternionInverse (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ)
 
D3DXQUATERNION *WINAPI D3DXQuaternionLn (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ)
 
D3DXQUATERNION *WINAPI D3DXQuaternionExp (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ)
 
D3DXQUATERNION *WINAPI D3DXQuaternionSlerp (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2, FLOAT t)
 
D3DXQUATERNION *WINAPI D3DXQuaternionSquad (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pA, CONST D3DXQUATERNION *pB, CONST D3DXQUATERNION *pC, FLOAT t)
 
void WINAPI D3DXQuaternionSquadSetup (D3DXQUATERNION *pAOut, D3DXQUATERNION *pBOut, D3DXQUATERNION *pCOut, CONST D3DXQUATERNION *pQ0, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3)
 
D3DXQUATERNION *WINAPI D3DXQuaternionBaryCentric (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3, FLOAT f, FLOAT g)
 
FLOAT D3DXPlaneDot (CONST D3DXPLANE *pP, CONST D3DXVECTOR4 *pV)
 
FLOAT D3DXPlaneDotCoord (CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV)
 
FLOAT D3DXPlaneDotNormal (CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV)
 
D3DXPLANED3DXPlaneScale (D3DXPLANE *pOut, CONST D3DXPLANE *pP, FLOAT s)
 
D3DXPLANE *WINAPI D3DXPlaneNormalize (D3DXPLANE *pOut, CONST D3DXPLANE *pP)
 
D3DXVECTOR3 *WINAPI D3DXPlaneIntersectLine (D3DXVECTOR3 *pOut, CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
 
D3DXPLANE *WINAPI D3DXPlaneFromPointNormal (D3DXPLANE *pOut, CONST D3DXVECTOR3 *pPoint, CONST D3DXVECTOR3 *pNormal)
 
D3DXPLANE *WINAPI D3DXPlaneFromPoints (D3DXPLANE *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3)
 
D3DXPLANE *WINAPI D3DXPlaneTransform (D3DXPLANE *pOut, CONST D3DXPLANE *pP, CONST D3DXMATRIX *pM)
 
D3DXPLANE *WINAPI D3DXPlaneTransformArray (D3DXPLANE *pOut, UINT OutStride, CONST D3DXPLANE *pP, UINT PStride, CONST D3DXMATRIX *pM, UINT n)
 
D3DXCOLORD3DXColorNegative (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC)
 
D3DXCOLORD3DXColorAdd (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2)
 
D3DXCOLORD3DXColorSubtract (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2)
 
D3DXCOLORD3DXColorScale (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s)
 
D3DXCOLORD3DXColorModulate (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2)
 
D3DXCOLORD3DXColorLerp (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2, FLOAT s)
 
D3DXCOLOR *WINAPI D3DXColorAdjustSaturation (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s)
 
D3DXCOLOR *WINAPI D3DXColorAdjustContrast (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT c)
 
FLOAT WINAPI D3DXFresnelTerm (FLOAT CosTheta, FLOAT RefractionIndex)
 
 DEFINE_GUID (IID_ID3DXMatrixStack, 0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85)
 
 DECLARE_INTERFACE_ (ID3DXMatrixStack, IUnknown)
 
HRESULT WINAPI D3DXCreateMatrixStack (UINT Flags, LPD3DXMATRIXSTACK *ppStack)
 
FLOAT *WINAPI D3DXSHEvalDirection (FLOAT *pOut, UINT Order, CONST D3DXVECTOR3 *pDir)
 
FLOAT *WINAPI D3DXSHRotate (__out_ecount(Order *Order) FLOAT *pOut, UINT Order, CONST D3DXMATRIX *pMatrix, CONST FLOAT *pIn)
 
FLOAT *WINAPI D3DXSHRotateZ (FLOAT *pOut, UINT Order, FLOAT Angle, CONST FLOAT *pIn)
 
FLOAT *WINAPI D3DXSHAdd (__out_ecount(Order *Order) FLOAT *pOut, UINT Order, CONST FLOAT *pA, CONST FLOAT *pB)
 
FLOAT *WINAPI D3DXSHScale (__out_ecount(Order *Order) FLOAT *pOut, UINT Order, CONST FLOAT *pIn, CONST FLOAT Scale)
 
FLOAT WINAPI D3DXSHDot (UINT Order, CONST FLOAT *pA, CONST FLOAT *pB)
 
 __out_ecount (4) FLOAT *WINAPI D3DXSHMultiply2(__out_ecount(4) FLOAT *pOut
 
 __in_ecount (4) CONST FLOAT *pF
 
 __out_ecount (9) FLOAT *WINAPI D3DXSHMultiply3(__out_ecount(9) FLOAT *pOut
 
 __in_ecount (9) CONST FLOAT *pF
 
 __out_ecount (16) FLOAT *WINAPI D3DXSHMultiply4(__out_ecount(16) FLOAT *pOut
 
 __in_ecount (16) CONST FLOAT *pF
 
 __out_ecount (25) FLOAT *WINAPI D3DXSHMultiply5(__out_ecount(25) FLOAT *pOut
 
 __in_ecount (25) CONST FLOAT *pF
 
 __out_ecount (36) FLOAT *WINAPI D3DXSHMultiply6(__out_ecount(36) FLOAT *pOut
 
 __in_ecount (36) CONST FLOAT *pF
 
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)
 
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)
 
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)
 
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)
 
BOOL WINAPI D3DXIntersectTri (CONST D3DXVECTOR3 *p0, CONST D3DXVECTOR3 *p1, CONST D3DXVECTOR3 *p2, CONST D3DXVECTOR3 *pRayPos, CONST D3DXVECTOR3 *pRayDir, FLOAT *pU, FLOAT *pV, FLOAT *pDist)
 
BOOL WINAPI D3DXSphereBoundProbe (CONST D3DXVECTOR3 *pCenter, FLOAT Radius, CONST D3DXVECTOR3 *pRayPosition, CONST D3DXVECTOR3 *pRayDirection)
 
BOOL WINAPI D3DXBoxBoundProbe (CONST D3DXVECTOR3 *pMin, CONST D3DXVECTOR3 *pMax, CONST D3DXVECTOR3 *pRayPosition, CONST D3DXVECTOR3 *pRayDirection)
 
HRESULT WINAPI D3DXComputeBoundingSphere (CONST D3DXVECTOR3 *pFirstPosition, DWORD NumVertices, DWORD dwStride, D3DXVECTOR3 *pCenter, FLOAT *pRadius)
 
HRESULT WINAPI D3DXComputeBoundingBox (CONST D3DXVECTOR3 *pFirstPosition, DWORD NumVertices, DWORD dwStride, D3DXVECTOR3 *pMin, D3DXVECTOR3 *pMax)
 
D3DX_CPU_OPTIMIZATION WINAPI D3DXCpuOptimizations (BOOL Enable)
 

Macro Definition Documentation

◆ D3DX_16F_DIG

#define D3DX_16F_DIG   3

◆ D3DX_16F_EPSILON

#define D3DX_16F_EPSILON   4.8875809e-4f

◆ D3DX_16F_EXP_MASK

#define D3DX_16F_EXP_MASK   0x7C00

◆ D3DX_16F_FRAC_MASK

#define D3DX_16F_FRAC_MASK   0x03FF

◆ D3DX_16F_MANT_DIG

#define D3DX_16F_MANT_DIG   11

◆ D3DX_16F_MAX

#define D3DX_16F_MAX   6.550400e+004

◆ D3DX_16F_MAX_10_EXP

#define D3DX_16F_MAX_10_EXP   4

◆ D3DX_16F_MAX_EXP

#define D3DX_16F_MAX_EXP   15

◆ D3DX_16F_MIN

#define D3DX_16F_MIN   6.1035156e-5f

◆ D3DX_16F_MIN_10_EXP

#define D3DX_16F_MIN_10_EXP   (-4)

◆ D3DX_16F_MIN_EXP

#define D3DX_16F_MIN_EXP   (-14)

◆ D3DX_16F_RADIX

#define D3DX_16F_RADIX   2

◆ D3DX_16F_ROUNDS

#define D3DX_16F_ROUNDS   1

◆ D3DX_16F_SIGN_MASK

#define D3DX_16F_SIGN_MASK   0x8000

◆ D3DX_1BYPI

#define D3DX_1BYPI   ( 1.0 / D3DX_PI )

◆ D3DX_ALIGN16

#define D3DX_ALIGN16

__cplusplus

◆ D3DX_PI

#define D3DX_PI   (3.14159265358979323846)

◆ D3DXSH_MAXORDER

#define D3DXSH_MAXORDER   6

◆ D3DXSH_MINORDER

#define D3DXSH_MINORDER   2

◆ D3DXToDegree

#define D3DXToDegree (   radian)    ((radian) * (180.0 / D3DX_PI))

◆ D3DXToRadian

#define D3DXToRadian (   degree)    ((degree) * (D3DX_PI / 180.0))

◆ INTERFACE

#define INTERFACE   ID3DXMatrixStack

Typedef Documentation

◆ _D3DXMATRIXA16

__cplusplus

__cplusplus

◆ D3DX_CPU_OPTIMIZATION

◆ D3DXCOLOR

typedef struct D3DXCOLOR D3DXCOLOR

◆ D3DXFLOAT16

typedef struct D3DXFLOAT16 D3DXFLOAT16

◆ D3DXMATRIX

typedef struct _D3DMATRIX D3DXMATRIX

__cplusplus

◆ D3DXMATRIXA16

◆ D3DXPLANE

typedef struct D3DXPLANE D3DXPLANE

◆ D3DXQUATERNION

◆ D3DXVECTOR2

typedef struct D3DXVECTOR2 D3DXVECTOR2

◆ D3DXVECTOR2_16F

◆ D3DXVECTOR3

typedef struct _D3DVECTOR D3DXVECTOR3

__cplusplus

◆ D3DXVECTOR3_16F

__cplusplus

◆ D3DXVECTOR4

typedef struct D3DXVECTOR4 D3DXVECTOR4

◆ D3DXVECTOR4_16F

◆ ID3DXMatrixStack

◆ LPD3DXCOLOR

typedef struct D3DXCOLOR * LPD3DXCOLOR

◆ LPD3DXFLOAT16

typedef struct D3DXFLOAT16 * LPD3DXFLOAT16

◆ LPD3DXMATRIX

typedef struct _D3DMATRIX * LPD3DXMATRIX

◆ LPD3DXMATRIXA16

◆ LPD3DXMATRIXSTACK

typedef interface ID3DXMatrixStack* LPD3DXMATRIXSTACK

◆ LPD3DXPLANE

typedef struct D3DXPLANE * LPD3DXPLANE

◆ LPD3DXQUATERNION

typedef struct D3DXQUATERNION * LPD3DXQUATERNION

◆ LPD3DXVECTOR2

typedef struct D3DXVECTOR2 * LPD3DXVECTOR2

◆ LPD3DXVECTOR2_16F

◆ LPD3DXVECTOR3

typedef struct _D3DVECTOR * LPD3DXVECTOR3

◆ LPD3DXVECTOR3_16F

◆ LPD3DXVECTOR4

typedef struct D3DXVECTOR4 * LPD3DXVECTOR4

◆ LPD3DXVECTOR4_16F

Enumeration Type Documentation

◆ _D3DX_CPU_OPTIMIZATION

Enumerator
D3DX_NOT_OPTIMIZED 
D3DX_3DNOW_OPTIMIZED 
D3DX_SSE2_OPTIMIZED 
D3DX_SSE_OPTIMIZED 

Function Documentation

◆ __in_ecount() [1/5]

__in_ecount ( )
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__in_ecount ( )

◆ __in_ecount() [3/5]

__in_ecount ( 16  )

◆ __in_ecount() [4/5]

__in_ecount ( 25  )

◆ __in_ecount() [5/5]

__in_ecount ( 36  )

◆ __out_ecount() [1/5]

__out_ecount ( )

◆ __out_ecount() [2/5]

__out_ecount ( )

◆ __out_ecount() [3/5]

__out_ecount ( 16  )

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__out_ecount ( 25  )

◆ __out_ecount() [5/5]

__out_ecount ( 36  )

◆ D3DXBoxBoundProbe()

BOOL WINAPI D3DXBoxBoundProbe ( CONST D3DXVECTOR3 pMin,
CONST D3DXVECTOR3 pMax,
CONST D3DXVECTOR3 pRayPosition,
CONST D3DXVECTOR3 pRayDirection 
)

◆ D3DXColorAdd()

D3DXCOLOR* D3DXColorAdd ( D3DXCOLOR pOut,
CONST D3DXCOLOR pC1,
CONST D3DXCOLOR pC2 
)

◆ D3DXColorAdjustContrast()

D3DXCOLOR* WINAPI D3DXColorAdjustContrast ( D3DXCOLOR pOut,
CONST D3DXCOLOR pC,
FLOAT  c 
)

◆ D3DXColorAdjustSaturation()

D3DXCOLOR* WINAPI D3DXColorAdjustSaturation ( D3DXCOLOR pOut,
CONST D3DXCOLOR pC,
FLOAT  s 
)

◆ D3DXColorLerp()

D3DXCOLOR* D3DXColorLerp ( D3DXCOLOR pOut,
CONST D3DXCOLOR pC1,
CONST D3DXCOLOR pC2,
FLOAT  s 
)

◆ D3DXColorModulate()

D3DXCOLOR* D3DXColorModulate ( D3DXCOLOR pOut,
CONST D3DXCOLOR pC1,
CONST D3DXCOLOR pC2 
)

◆ D3DXColorNegative()

D3DXCOLOR* D3DXColorNegative ( D3DXCOLOR pOut,
CONST D3DXCOLOR pC 
)

◆ D3DXColorScale()

D3DXCOLOR* D3DXColorScale ( D3DXCOLOR pOut,
CONST D3DXCOLOR pC,
FLOAT  s 
)

◆ D3DXColorSubtract()

D3DXCOLOR* D3DXColorSubtract ( D3DXCOLOR pOut,
CONST D3DXCOLOR pC1,
CONST D3DXCOLOR pC2 
)

◆ D3DXComputeBoundingBox()

HRESULT WINAPI D3DXComputeBoundingBox ( CONST D3DXVECTOR3 pFirstPosition,
DWORD  NumVertices,
DWORD  dwStride,
D3DXVECTOR3 pMin,
D3DXVECTOR3 pMax 
)

◆ D3DXComputeBoundingSphere()

HRESULT WINAPI D3DXComputeBoundingSphere ( CONST D3DXVECTOR3 pFirstPosition,
DWORD  NumVertices,
DWORD  dwStride,
D3DXVECTOR3 pCenter,
FLOAT pRadius 
)

◆ D3DXCpuOptimizations()

D3DX_CPU_OPTIMIZATION WINAPI D3DXCpuOptimizations ( BOOL  Enable)

◆ D3DXCreateMatrixStack()

HRESULT WINAPI D3DXCreateMatrixStack ( UINT  Flags,
LPD3DXMATRIXSTACK ppStack 
)

◆ D3DXFloat16To32Array()

FLOAT* WINAPI D3DXFloat16To32Array ( __out_ecount(n) FLOAT pOut,
__in_ecount(n) CONST D3DXFLOAT16 pIn,
UINT  n 
)

◆ D3DXFloat32To16Array()

D3DXFLOAT16* WINAPI D3DXFloat32To16Array ( D3DXFLOAT16 pOut,
CONST FLOAT pIn,
UINT  n 
)

◆ D3DXFresnelTerm()

FLOAT WINAPI D3DXFresnelTerm ( FLOAT  CosTheta,
FLOAT  RefractionIndex 
)

◆ D3DXIntersectTri()

BOOL WINAPI D3DXIntersectTri ( CONST D3DXVECTOR3 p0,
CONST D3DXVECTOR3 p1,
CONST D3DXVECTOR3 p2,
CONST D3DXVECTOR3 pRayPos,
CONST D3DXVECTOR3 pRayDir,
FLOAT pU,
FLOAT pV,
FLOAT pDist 
)

◆ D3DXMatrixAffineTransformation()

D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation ( D3DXMATRIX pOut,
FLOAT  Scaling,
CONST D3DXVECTOR3 pRotationCenter,
CONST D3DXQUATERNION pRotation,
CONST D3DXVECTOR3 pTranslation 
)

◆ D3DXMatrixAffineTransformation2D()

D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D ( D3DXMATRIX pOut,
FLOAT  Scaling,
CONST D3DXVECTOR2 pRotationCenter,
FLOAT  Rotation,
CONST D3DXVECTOR2 pTranslation 
)

◆ D3DXMatrixDecompose()

HRESULT WINAPI D3DXMatrixDecompose ( D3DXVECTOR3 pOutScale,
D3DXQUATERNION pOutRotation,
D3DXVECTOR3 pOutTranslation,
CONST D3DXMATRIX pM 
)

◆ D3DXMatrixDeterminant()

FLOAT WINAPI D3DXMatrixDeterminant ( CONST D3DXMATRIX pM)

◆ D3DXMatrixIdentity()

D3DXMATRIX* D3DXMatrixIdentity ( D3DXMATRIX pOut)

◆ D3DXMatrixInverse()

D3DXMATRIX* WINAPI D3DXMatrixInverse ( D3DXMATRIX pOut,
FLOAT pDeterminant,
CONST D3DXMATRIX pM 
)

◆ D3DXMatrixIsIdentity()

BOOL D3DXMatrixIsIdentity ( CONST D3DXMATRIX pM)

◆ D3DXMatrixLookAtLH()

D3DXMATRIX* WINAPI D3DXMatrixLookAtLH ( D3DXMATRIX pOut,
CONST D3DXVECTOR3 pEye,
CONST D3DXVECTOR3 pAt,
CONST D3DXVECTOR3 pUp 
)

◆ D3DXMatrixLookAtRH()

D3DXMATRIX* WINAPI D3DXMatrixLookAtRH ( D3DXMATRIX pOut,
CONST D3DXVECTOR3 pEye,
CONST D3DXVECTOR3 pAt,
CONST D3DXVECTOR3 pUp 
)

◆ D3DXMatrixMultiply()

D3DXMATRIX* WINAPI D3DXMatrixMultiply ( D3DXMATRIX pOut,
CONST D3DXMATRIX pM1,
CONST D3DXMATRIX pM2 
)

◆ D3DXMatrixMultiplyTranspose()

D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose ( D3DXMATRIX pOut,
CONST D3DXMATRIX pM1,
CONST D3DXMATRIX pM2 
)

◆ D3DXMatrixOrthoLH()

D3DXMATRIX* WINAPI D3DXMatrixOrthoLH ( D3DXMATRIX pOut,
FLOAT  w,
FLOAT  h,
FLOAT  zn,
FLOAT  zf 
)

◆ D3DXMatrixOrthoOffCenterLH()

D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH ( D3DXMATRIX pOut,
FLOAT  l,
FLOAT  r,
FLOAT  b,
FLOAT  t,
FLOAT  zn,
FLOAT  zf 
)

◆ D3DXMatrixOrthoOffCenterRH()

D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH ( D3DXMATRIX pOut,
FLOAT  l,
FLOAT  r,
FLOAT  b,
FLOAT  t,
FLOAT  zn,
FLOAT  zf 
)

◆ D3DXMatrixOrthoRH()

D3DXMATRIX* WINAPI D3DXMatrixOrthoRH ( D3DXMATRIX pOut,
FLOAT  w,
FLOAT  h,
FLOAT  zn,
FLOAT  zf 
)

◆ D3DXMatrixPerspectiveFovLH()

D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH ( D3DXMATRIX pOut,
FLOAT  fovy,
FLOAT  Aspect,
FLOAT  zn,
FLOAT  zf 
)

◆ D3DXMatrixPerspectiveFovRH()

D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH ( D3DXMATRIX pOut,
FLOAT  fovy,
FLOAT  Aspect,
FLOAT  zn,
FLOAT  zf 
)

◆ D3DXMatrixPerspectiveLH()

D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH ( D3DXMATRIX pOut,
FLOAT  w,
FLOAT  h,
FLOAT  zn,
FLOAT  zf 
)

◆ D3DXMatrixPerspectiveOffCenterLH()

D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH ( D3DXMATRIX pOut,
FLOAT  l,
FLOAT  r,
FLOAT  b,
FLOAT  t,
FLOAT  zn,
FLOAT  zf 
)

◆ D3DXMatrixPerspectiveOffCenterRH()

D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH ( D3DXMATRIX pOut,
FLOAT  l,
FLOAT  r,
FLOAT  b,
FLOAT  t,
FLOAT  zn,
FLOAT  zf 
)

◆ D3DXMatrixPerspectiveRH()

D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH ( D3DXMATRIX pOut,
FLOAT  w,
FLOAT  h,
FLOAT  zn,
FLOAT  zf 
)

◆ D3DXMatrixReflect()

D3DXMATRIX* WINAPI D3DXMatrixReflect ( D3DXMATRIX pOut,
CONST D3DXPLANE pPlane 
)

◆ D3DXMatrixRotationAxis()

D3DXMATRIX* WINAPI D3DXMatrixRotationAxis ( D3DXMATRIX pOut,
CONST D3DXVECTOR3 pV,
FLOAT  Angle 
)

◆ D3DXMatrixRotationQuaternion()

D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion ( D3DXMATRIX pOut,
CONST D3DXQUATERNION pQ 
)

◆ D3DXMatrixRotationX()

D3DXMATRIX* WINAPI D3DXMatrixRotationX ( D3DXMATRIX pOut,
FLOAT  Angle 
)

◆ D3DXMatrixRotationY()

D3DXMATRIX* WINAPI D3DXMatrixRotationY ( D3DXMATRIX pOut,
FLOAT  Angle 
)

◆ D3DXMatrixRotationYawPitchRoll()

D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll ( D3DXMATRIX pOut,
FLOAT  Yaw,
FLOAT  Pitch,
FLOAT  Roll 
)

◆ D3DXMatrixRotationZ()

D3DXMATRIX* WINAPI D3DXMatrixRotationZ ( D3DXMATRIX pOut,
FLOAT  Angle 
)

◆ D3DXMatrixScaling()

D3DXMATRIX* WINAPI D3DXMatrixScaling ( D3DXMATRIX pOut,
FLOAT  sx,
FLOAT  sy,
FLOAT  sz 
)

◆ D3DXMatrixShadow()

D3DXMATRIX* WINAPI D3DXMatrixShadow ( D3DXMATRIX pOut,
CONST D3DXVECTOR4 pLight,
CONST D3DXPLANE pPlane 
)

◆ D3DXMatrixTransformation()

D3DXMATRIX* WINAPI D3DXMatrixTransformation ( D3DXMATRIX pOut,
CONST D3DXVECTOR3 pScalingCenter,
CONST D3DXQUATERNION pScalingRotation,
CONST D3DXVECTOR3 pScaling,
CONST D3DXVECTOR3 pRotationCenter,
CONST D3DXQUATERNION pRotation,
CONST D3DXVECTOR3 pTranslation 
)

◆ D3DXMatrixTransformation2D()

D3DXMATRIX* WINAPI D3DXMatrixTransformation2D ( D3DXMATRIX pOut,
CONST D3DXVECTOR2 pScalingCenter,
FLOAT  ScalingRotation,
CONST D3DXVECTOR2 pScaling,
CONST D3DXVECTOR2 pRotationCenter,
FLOAT  Rotation,
CONST D3DXVECTOR2 pTranslation 
)

◆ D3DXMatrixTranslation()

D3DXMATRIX* WINAPI D3DXMatrixTranslation ( D3DXMATRIX pOut,
FLOAT  x,
FLOAT  y,
FLOAT  z 
)

◆ D3DXMatrixTranspose()

D3DXMATRIX* WINAPI D3DXMatrixTranspose ( D3DXMATRIX pOut,
CONST D3DXMATRIX pM 
)

◆ D3DXPlaneDot()

FLOAT D3DXPlaneDot ( CONST D3DXPLANE pP,
CONST D3DXVECTOR4 pV 
)

◆ D3DXPlaneDotCoord()

FLOAT D3DXPlaneDotCoord ( CONST D3DXPLANE pP,
CONST D3DXVECTOR3 pV 
)

◆ D3DXPlaneDotNormal()

FLOAT D3DXPlaneDotNormal ( CONST D3DXPLANE pP,
CONST D3DXVECTOR3 pV 
)

◆ D3DXPlaneFromPointNormal()

D3DXPLANE* WINAPI D3DXPlaneFromPointNormal ( D3DXPLANE pOut,
CONST D3DXVECTOR3 pPoint,
CONST D3DXVECTOR3 pNormal 
)

◆ D3DXPlaneFromPoints()

D3DXPLANE* WINAPI D3DXPlaneFromPoints ( D3DXPLANE pOut,
CONST D3DXVECTOR3 pV1,
CONST D3DXVECTOR3 pV2,
CONST D3DXVECTOR3 pV3 
)

◆ D3DXPlaneIntersectLine()

D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine ( D3DXVECTOR3 pOut,
CONST D3DXPLANE pP,
CONST D3DXVECTOR3 pV1,
CONST D3DXVECTOR3 pV2 
)

◆ D3DXPlaneNormalize()

D3DXPLANE* WINAPI D3DXPlaneNormalize ( D3DXPLANE pOut,
CONST D3DXPLANE pP 
)

◆ D3DXPlaneScale()

D3DXPLANE* D3DXPlaneScale ( D3DXPLANE pOut,
CONST D3DXPLANE pP,
FLOAT  s 
)

◆ D3DXPlaneTransform()

D3DXPLANE* WINAPI D3DXPlaneTransform ( D3DXPLANE pOut,
CONST D3DXPLANE pP,
CONST D3DXMATRIX pM 
)

◆ D3DXPlaneTransformArray()

D3DXPLANE* WINAPI D3DXPlaneTransformArray ( D3DXPLANE pOut,
UINT  OutStride,
CONST D3DXPLANE pP,
UINT  PStride,
CONST D3DXMATRIX pM,
UINT  n 
)

◆ D3DXQuaternionBaryCentric()

D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric ( D3DXQUATERNION pOut,
CONST D3DXQUATERNION pQ1,
CONST D3DXQUATERNION pQ2,
CONST D3DXQUATERNION pQ3,
FLOAT  f,
FLOAT  g 
)

◆ D3DXQuaternionConjugate()

D3DXQUATERNION* D3DXQuaternionConjugate ( D3DXQUATERNION pOut,
CONST D3DXQUATERNION pQ 
)

◆ D3DXQuaternionDot()

FLOAT D3DXQuaternionDot ( CONST D3DXQUATERNION pQ1,
CONST D3DXQUATERNION pQ2 
)

◆ D3DXQuaternionExp()

D3DXQUATERNION* WINAPI D3DXQuaternionExp ( D3DXQUATERNION pOut,
CONST D3DXQUATERNION pQ 
)

◆ D3DXQuaternionIdentity()

D3DXQUATERNION* D3DXQuaternionIdentity ( D3DXQUATERNION pOut)

◆ D3DXQuaternionInverse()

D3DXQUATERNION* WINAPI D3DXQuaternionInverse ( D3DXQUATERNION pOut,
CONST D3DXQUATERNION pQ 
)

◆ D3DXQuaternionIsIdentity()

BOOL D3DXQuaternionIsIdentity ( CONST D3DXQUATERNION pQ)

◆ D3DXQuaternionLength()

FLOAT D3DXQuaternionLength ( CONST D3DXQUATERNION pQ)

◆ D3DXQuaternionLengthSq()

FLOAT D3DXQuaternionLengthSq ( CONST D3DXQUATERNION pQ)

◆ D3DXQuaternionLn()

D3DXQUATERNION* WINAPI D3DXQuaternionLn ( D3DXQUATERNION pOut,
CONST D3DXQUATERNION pQ 
)

◆ D3DXQuaternionMultiply()

D3DXQUATERNION* WINAPI D3DXQuaternionMultiply ( D3DXQUATERNION pOut,
CONST D3DXQUATERNION pQ1,
CONST D3DXQUATERNION pQ2 
)

◆ D3DXQuaternionNormalize()

D3DXQUATERNION* WINAPI D3DXQuaternionNormalize ( D3DXQUATERNION pOut,
CONST D3DXQUATERNION pQ 
)

◆ D3DXQuaternionRotationAxis()

D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis ( D3DXQUATERNION pOut,
CONST D3DXVECTOR3 pV,
FLOAT  Angle 
)

◆ D3DXQuaternionRotationMatrix()

D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix ( D3DXQUATERNION pOut,
CONST D3DXMATRIX pM 
)

◆ D3DXQuaternionRotationYawPitchRoll()

D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll ( D3DXQUATERNION pOut,
FLOAT  Yaw,
FLOAT  Pitch,
FLOAT  Roll 
)

◆ D3DXQuaternionSlerp()

D3DXQUATERNION* WINAPI D3DXQuaternionSlerp ( D3DXQUATERNION pOut,
CONST D3DXQUATERNION pQ1,
CONST D3DXQUATERNION pQ2,
FLOAT  t 
)

◆ D3DXQuaternionSquad()

D3DXQUATERNION* WINAPI D3DXQuaternionSquad ( D3DXQUATERNION pOut,
CONST D3DXQUATERNION pQ1,
CONST D3DXQUATERNION pA,
CONST D3DXQUATERNION pB,
CONST D3DXQUATERNION pC,
FLOAT  t 
)

◆ D3DXQuaternionSquadSetup()

void WINAPI D3DXQuaternionSquadSetup ( D3DXQUATERNION pAOut,
D3DXQUATERNION pBOut,
D3DXQUATERNION pCOut,
CONST D3DXQUATERNION pQ0,
CONST D3DXQUATERNION pQ1,
CONST D3DXQUATERNION pQ2,
CONST D3DXQUATERNION pQ3 
)

◆ D3DXQuaternionToAxisAngle()

void WINAPI D3DXQuaternionToAxisAngle ( CONST D3DXQUATERNION pQ,
D3DXVECTOR3 pAxis,
FLOAT pAngle 
)

◆ D3DXSHAdd()

FLOAT* WINAPI D3DXSHAdd ( __out_ecount(Order *Order) FLOAT pOut,
UINT  Order,
CONST FLOAT pA,
CONST FLOAT pB 
)

◆ D3DXSHDot()

FLOAT WINAPI D3DXSHDot ( UINT  Order,
CONST FLOAT pA,
CONST FLOAT pB 
)

◆ D3DXSHEvalConeLight()

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 
)

◆ D3DXSHEvalDirection()

FLOAT* WINAPI D3DXSHEvalDirection ( FLOAT pOut,
UINT  Order,
CONST D3DXVECTOR3 pDir 
)

◆ D3DXSHEvalDirectionalLight()

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 
)

◆ D3DXSHEvalHemisphereLight()

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 
)

◆ D3DXSHEvalSphericalLight()

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 
)

◆ D3DXSHRotate()

FLOAT* WINAPI D3DXSHRotate ( __out_ecount(Order *Order) FLOAT pOut,
UINT  Order,
CONST D3DXMATRIX pMatrix,
CONST FLOAT pIn 
)

◆ D3DXSHRotateZ()

FLOAT* WINAPI D3DXSHRotateZ ( FLOAT pOut,
UINT  Order,
FLOAT  Angle,
CONST FLOAT pIn 
)

◆ D3DXSHScale()

FLOAT* WINAPI D3DXSHScale ( __out_ecount(Order *Order) FLOAT pOut,
UINT  Order,
CONST FLOAT pIn,
CONST FLOAT  Scale 
)

◆ D3DXSphereBoundProbe()

BOOL WINAPI D3DXSphereBoundProbe ( CONST D3DXVECTOR3 pCenter,
FLOAT  Radius,
CONST D3DXVECTOR3 pRayPosition,
CONST D3DXVECTOR3 pRayDirection 
)

◆ D3DXVec2Add()

D3DXVECTOR2* D3DXVec2Add ( D3DXVECTOR2 pOut,
CONST D3DXVECTOR2 pV1,
CONST D3DXVECTOR2 pV2 
)

◆ D3DXVec2BaryCentric()

D3DXVECTOR2* WINAPI D3DXVec2BaryCentric ( D3DXVECTOR2 pOut,
CONST D3DXVECTOR2 pV1,
CONST D3DXVECTOR2 pV2,
CONST D3DXVECTOR2 pV3,
FLOAT  f,
FLOAT  g 
)

◆ D3DXVec2CatmullRom()

D3DXVECTOR2* WINAPI D3DXVec2CatmullRom ( D3DXVECTOR2 pOut,
CONST D3DXVECTOR2 pV0,
CONST D3DXVECTOR2 pV1,
CONST D3DXVECTOR2 pV2,
CONST D3DXVECTOR2 pV3,
FLOAT  s 
)

◆ D3DXVec2CCW()

FLOAT D3DXVec2CCW ( CONST D3DXVECTOR2 pV1,
CONST D3DXVECTOR2 pV2 
)

◆ D3DXVec2Dot()

FLOAT D3DXVec2Dot ( CONST D3DXVECTOR2 pV1,
CONST D3DXVECTOR2 pV2 
)

◆ D3DXVec2Hermite()

D3DXVECTOR2* WINAPI D3DXVec2Hermite ( D3DXVECTOR2 pOut,
CONST D3DXVECTOR2 pV1,
CONST D3DXVECTOR2 pT1,
CONST D3DXVECTOR2 pV2,
CONST D3DXVECTOR2 pT2,
FLOAT  s 
)

◆ D3DXVec2Length()

FLOAT D3DXVec2Length ( CONST D3DXVECTOR2 pV)

◆ D3DXVec2LengthSq()

FLOAT D3DXVec2LengthSq ( CONST D3DXVECTOR2 pV)

◆ D3DXVec2Lerp()

D3DXVECTOR2* D3DXVec2Lerp ( D3DXVECTOR2 pOut,
CONST D3DXVECTOR2 pV1,
CONST D3DXVECTOR2 pV2,
FLOAT  s 
)

◆ D3DXVec2Maximize()

D3DXVECTOR2* D3DXVec2Maximize ( D3DXVECTOR2 pOut,
CONST D3DXVECTOR2 pV1,
CONST D3DXVECTOR2 pV2 
)

◆ D3DXVec2Minimize()

D3DXVECTOR2* D3DXVec2Minimize ( D3DXVECTOR2 pOut,
CONST D3DXVECTOR2 pV1,
CONST D3DXVECTOR2 pV2 
)

◆ D3DXVec2Normalize()

D3DXVECTOR2* WINAPI D3DXVec2Normalize ( D3DXVECTOR2 pOut,
CONST D3DXVECTOR2 pV 
)

◆ D3DXVec2Scale()

D3DXVECTOR2* D3DXVec2Scale ( D3DXVECTOR2 pOut,
CONST D3DXVECTOR2 pV,
FLOAT  s 
)

◆ D3DXVec2Subtract()

D3DXVECTOR2* D3DXVec2Subtract ( D3DXVECTOR2 pOut,
CONST D3DXVECTOR2 pV1,
CONST D3DXVECTOR2 pV2 
)

◆ D3DXVec2Transform()

D3DXVECTOR4* WINAPI D3DXVec2Transform ( D3DXVECTOR4 pOut,
CONST D3DXVECTOR2 pV,
CONST D3DXMATRIX pM 
)

◆ D3DXVec2TransformArray()

D3DXVECTOR4* WINAPI D3DXVec2TransformArray ( D3DXVECTOR4 pOut,
UINT  OutStride,
CONST D3DXVECTOR2 pV,
UINT  VStride,
CONST D3DXMATRIX pM,
UINT  n 
)

◆ D3DXVec2TransformCoord()

D3DXVECTOR2* WINAPI D3DXVec2TransformCoord ( D3DXVECTOR2 pOut,
CONST D3DXVECTOR2 pV,
CONST D3DXMATRIX pM 
)

◆ D3DXVec2TransformCoordArray()

D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray ( D3DXVECTOR2 pOut,
UINT  OutStride,
CONST D3DXVECTOR2 pV,
UINT  VStride,
CONST D3DXMATRIX pM,
UINT  n 
)

◆ D3DXVec2TransformNormal()

D3DXVECTOR2* WINAPI D3DXVec2TransformNormal ( D3DXVECTOR2 pOut,
CONST D3DXVECTOR2 pV,
CONST D3DXMATRIX pM 
)

◆ D3DXVec2TransformNormalArray()

D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray ( D3DXVECTOR2 pOut,
UINT  OutStride,
CONST D3DXVECTOR2 pV,
UINT  VStride,
CONST D3DXMATRIX pM,
UINT  n 
)

◆ D3DXVec3Add()

D3DXVECTOR3* D3DXVec3Add ( D3DXVECTOR3 pOut,
CONST D3DXVECTOR3 pV1,
CONST D3DXVECTOR3 pV2 
)

◆ D3DXVec3BaryCentric()

D3DXVECTOR3* WINAPI D3DXVec3BaryCentric ( D3DXVECTOR3 pOut,
CONST D3DXVECTOR3 pV1,
CONST D3DXVECTOR3 pV2,
CONST D3DXVECTOR3 pV3,
FLOAT  f,
FLOAT  g 
)

◆ D3DXVec3CatmullRom()

D3DXVECTOR3* WINAPI D3DXVec3CatmullRom ( D3DXVECTOR3 pOut,
CONST D3DXVECTOR3 pV0,
CONST D3DXVECTOR3 pV1,
CONST D3DXVECTOR3 pV2,
CONST D3DXVECTOR3 pV3,
FLOAT  s 
)

◆ D3DXVec3Cross()

D3DXVECTOR3* D3DXVec3Cross ( D3DXVECTOR3 pOut,
CONST D3DXVECTOR3 pV1,
CONST D3DXVECTOR3 pV2 
)

◆ D3DXVec3Dot()

FLOAT D3DXVec3Dot ( CONST D3DXVECTOR3 pV1,
CONST D3DXVECTOR3 pV2 
)

◆ D3DXVec3Hermite()

D3DXVECTOR3* WINAPI D3DXVec3Hermite ( D3DXVECTOR3 pOut,
CONST D3DXVECTOR3 pV1,
CONST D3DXVECTOR3 pT1,
CONST D3DXVECTOR3 pV2,
CONST D3DXVECTOR3 pT2,
FLOAT  s 
)

◆ D3DXVec3Length()

FLOAT D3DXVec3Length ( CONST D3DXVECTOR3 pV)

◆ D3DXVec3LengthSq()

FLOAT D3DXVec3LengthSq ( CONST D3DXVECTOR3 pV)

◆ D3DXVec3Lerp()

D3DXVECTOR3* D3DXVec3Lerp ( D3DXVECTOR3 pOut,
CONST D3DXVECTOR3 pV1,
CONST D3DXVECTOR3 pV2,
FLOAT  s 
)

◆ D3DXVec3Maximize()

D3DXVECTOR3* D3DXVec3Maximize ( D3DXVECTOR3 pOut,
CONST D3DXVECTOR3 pV1,
CONST D3DXVECTOR3 pV2 
)

◆ D3DXVec3Minimize()

D3DXVECTOR3* D3DXVec3Minimize ( D3DXVECTOR3 pOut,
CONST D3DXVECTOR3 pV1,
CONST D3DXVECTOR3 pV2 
)

◆ D3DXVec3Normalize()

D3DXVECTOR3* WINAPI D3DXVec3Normalize ( D3DXVECTOR3 pOut,
CONST D3DXVECTOR3 pV 
)

◆ D3DXVec3Project()

D3DXVECTOR3* WINAPI D3DXVec3Project ( D3DXVECTOR3 pOut,
CONST D3DXVECTOR3 pV,
CONST D3D10_VIEWPORT pViewport,
CONST D3DXMATRIX pProjection,
CONST D3DXMATRIX pView,
CONST D3DXMATRIX pWorld 
)

◆ D3DXVec3ProjectArray()

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 
)

◆ D3DXVec3Scale()

D3DXVECTOR3* D3DXVec3Scale ( D3DXVECTOR3 pOut,
CONST D3DXVECTOR3 pV,
FLOAT  s 
)

◆ D3DXVec3Subtract()

D3DXVECTOR3* D3DXVec3Subtract ( D3DXVECTOR3 pOut,
CONST D3DXVECTOR3 pV1,
CONST D3DXVECTOR3 pV2 
)

◆ D3DXVec3Transform()

D3DXVECTOR4* WINAPI D3DXVec3Transform ( D3DXVECTOR4 pOut,
CONST D3DXVECTOR3 pV,
CONST D3DXMATRIX pM 
)

◆ D3DXVec3TransformArray()

D3DXVECTOR4* WINAPI D3DXVec3TransformArray ( D3DXVECTOR4 pOut,
UINT  OutStride,
CONST D3DXVECTOR3 pV,
UINT  VStride,
CONST D3DXMATRIX pM,
UINT  n 
)

◆ D3DXVec3TransformCoord()

D3DXVECTOR3* WINAPI D3DXVec3TransformCoord ( D3DXVECTOR3 pOut,
CONST D3DXVECTOR3 pV,
CONST D3DXMATRIX pM 
)

◆ D3DXVec3TransformCoordArray()

D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray ( D3DXVECTOR3 pOut,
UINT  OutStride,
CONST D3DXVECTOR3 pV,
UINT  VStride,
CONST D3DXMATRIX pM,
UINT  n 
)

◆ D3DXVec3TransformNormal()

D3DXVECTOR3* WINAPI D3DXVec3TransformNormal ( D3DXVECTOR3 pOut,
CONST D3DXVECTOR3 pV,
CONST D3DXMATRIX pM 
)

◆ D3DXVec3TransformNormalArray()

D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray ( D3DXVECTOR3 pOut,
UINT  OutStride,
CONST D3DXVECTOR3 pV,
UINT  VStride,
CONST D3DXMATRIX pM,
UINT  n 
)

◆ D3DXVec3Unproject()

D3DXVECTOR3* WINAPI D3DXVec3Unproject ( D3DXVECTOR3 pOut,
CONST D3DXVECTOR3 pV,
CONST D3D10_VIEWPORT pViewport,
CONST D3DXMATRIX pProjection,
CONST D3DXMATRIX pView,
CONST D3DXMATRIX pWorld 
)

◆ D3DXVec3UnprojectArray()

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 
)

◆ D3DXVec4Add()

D3DXVECTOR4* D3DXVec4Add ( D3DXVECTOR4 pOut,
CONST D3DXVECTOR4 pV1,
CONST D3DXVECTOR4 pV2 
)

◆ D3DXVec4BaryCentric()

D3DXVECTOR4* WINAPI D3DXVec4BaryCentric ( D3DXVECTOR4 pOut,
CONST D3DXVECTOR4 pV1,
CONST D3DXVECTOR4 pV2,
CONST D3DXVECTOR4 pV3,
FLOAT  f,
FLOAT  g 
)

◆ D3DXVec4CatmullRom()

D3DXVECTOR4* WINAPI D3DXVec4CatmullRom ( D3DXVECTOR4 pOut,
CONST D3DXVECTOR4 pV0,
CONST D3DXVECTOR4 pV1,
CONST D3DXVECTOR4 pV2,
CONST D3DXVECTOR4 pV3,
FLOAT  s 
)

◆ D3DXVec4Cross()

D3DXVECTOR4* WINAPI D3DXVec4Cross ( D3DXVECTOR4 pOut,
CONST D3DXVECTOR4 pV1,
CONST D3DXVECTOR4 pV2,
CONST D3DXVECTOR4 pV3 
)

◆ D3DXVec4Dot()

FLOAT D3DXVec4Dot ( CONST D3DXVECTOR4 pV1,
CONST D3DXVECTOR4 pV2 
)

◆ D3DXVec4Hermite()

D3DXVECTOR4* WINAPI D3DXVec4Hermite ( D3DXVECTOR4 pOut,
CONST D3DXVECTOR4 pV1,
CONST D3DXVECTOR4 pT1,
CONST D3DXVECTOR4 pV2,
CONST D3DXVECTOR4 pT2,
FLOAT  s 
)

◆ D3DXVec4Length()

FLOAT D3DXVec4Length ( CONST D3DXVECTOR4 pV)

◆ D3DXVec4LengthSq()

FLOAT D3DXVec4LengthSq ( CONST D3DXVECTOR4 pV)

◆ D3DXVec4Lerp()

D3DXVECTOR4* D3DXVec4Lerp ( D3DXVECTOR4 pOut,
CONST D3DXVECTOR4 pV1,
CONST D3DXVECTOR4 pV2,
FLOAT  s 
)

◆ D3DXVec4Maximize()

D3DXVECTOR4* D3DXVec4Maximize ( D3DXVECTOR4 pOut,
CONST D3DXVECTOR4 pV1,
CONST D3DXVECTOR4 pV2 
)

◆ D3DXVec4Minimize()

D3DXVECTOR4* D3DXVec4Minimize ( D3DXVECTOR4 pOut,
CONST D3DXVECTOR4 pV1,
CONST D3DXVECTOR4 pV2 
)

◆ D3DXVec4Normalize()

D3DXVECTOR4* WINAPI D3DXVec4Normalize ( D3DXVECTOR4 pOut,
CONST D3DXVECTOR4 pV 
)

◆ D3DXVec4Scale()

D3DXVECTOR4* D3DXVec4Scale ( D3DXVECTOR4 pOut,
CONST D3DXVECTOR4 pV,
FLOAT  s 
)

◆ D3DXVec4Subtract()

D3DXVECTOR4* D3DXVec4Subtract ( D3DXVECTOR4 pOut,
CONST D3DXVECTOR4 pV1,
CONST D3DXVECTOR4 pV2 
)

◆ D3DXVec4Transform()

D3DXVECTOR4* WINAPI D3DXVec4Transform ( D3DXVECTOR4 pOut,
CONST D3DXVECTOR4 pV,
CONST D3DXMATRIX pM 
)

◆ D3DXVec4TransformArray()

D3DXVECTOR4* WINAPI D3DXVec4TransformArray ( D3DXVECTOR4 pOut,
UINT  OutStride,
CONST D3DXVECTOR4 pV,
UINT  VStride,
CONST D3DXMATRIX pM,
UINT  n 
)

◆ DECLARE_INTERFACE_()

DECLARE_INTERFACE_ ( ID3DXMatrixStack  ,
IUnknown   
)
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◆ DEFINE_GUID()

DEFINE_GUID ( IID_ID3DXMatrixStack  ,
0xc7885ba7  ,
0xf990  ,
0x4fe7  ,
0x92  ,
0x2d  ,
0x85  ,
0x15  ,
0xe4  ,
0x77  ,
0xdd  ,
0x85   
)