d3dx9_36: Use D3DX_PI instead of M_PI.

This commit is contained in:
Stefan Dösinger 2014-01-01 19:01:42 +01:00 committed by Alexandre Julliard
parent 1e9fe22f4c
commit f6c90ec59f

View file

@ -4637,8 +4637,8 @@ HRESULT WINAPI D3DXCreateSphere(struct IDirect3DDevice9 *device, float radius, U
}
/* phi = angle on xz plane wrt z axis */
phi_step = -2 * M_PI / slices;
phi_start = M_PI / 2;
phi_step = -2.0f * D3DX_PI / slices;
phi_start = D3DX_PI / 2.0f;
if (!compute_sincos_table(&phi, phi_start, phi_step, slices))
{
@ -4649,7 +4649,7 @@ HRESULT WINAPI D3DXCreateSphere(struct IDirect3DDevice9 *device, float radius, U
}
/* theta = angle on xy plane wrt x axis */
theta_step = M_PI / stacks;
theta_step = D3DX_PI / stacks;
theta = theta_step;
vertex = 0;
@ -4806,8 +4806,8 @@ HRESULT WINAPI D3DXCreateCylinder(struct IDirect3DDevice9 *device, float radius1
}
/* theta = angle on xy plane wrt x axis */
theta_step = -2 * M_PI / slices;
theta_start = M_PI / 2;
theta_step = -2.0f * D3DX_PI / slices;
theta_start = D3DX_PI / 2.0f;
if (!compute_sincos_table(&theta, theta_start, theta_step, slices))
{