Lines Matching refs:D3DXVECTOR3

682             UINT num_vol_samples, const D3DXVECTOR3 *sample_locs, ID3DXPRTBuffer *data_out) PURE;
684 UINT num_vol_samples, const D3DXVECTOR3 *sample_locs, ID3DXPRTBuffer *data_out) PURE;
686 const D3DXVECTOR3 *sample_locs, const D3DXVECTOR3 *sample_norms, ID3DXPRTBuffer *data_out) PURE;
688 const D3DXVECTOR3 *sample_locs, const D3DXVECTOR3 *sample_norms, ID3DXPRTBuffer *data_out,
692 STDMETHOD(ComputeLDPRTCoeffs)(THIS_ ID3DXPRTBuffer *data_in, UINT sh_order, D3DXVECTOR3 *norm_out,
697 STDMETHOD_(BOOL, ShadowRayIntersects)(THIS_ const D3DXVECTOR3 *ray_pos,
698 const D3DXVECTOR3 *ray_dir) PURE;
699 STDMETHOD_(BOOL, ClosestRayIntersects)(THIS_ const D3DXVECTOR3 *ray_pos,
700 const D3DXVECTOR3 *ray_dir, DWORD *face_index, FLOAT *u, FLOAT *v, FLOAT *dist) PURE;
778 BOOL WINAPI D3DXBoxBoundProbe(const D3DXVECTOR3 *vmin, const D3DXVECTOR3 *vmax,
779 const D3DXVECTOR3 *ray_pos, const D3DXVECTOR3 *ray_dir);
780 BOOL WINAPI D3DXSphereBoundProbe(const D3DXVECTOR3 *center, FLOAT radius,
781 const D3DXVECTOR3 *ray_pos, const D3DXVECTOR3 *ray_dir);
787 HRESULT WINAPI D3DXComputeBoundingBox(const D3DXVECTOR3 *first_pos, DWORD num_vertices,
788 DWORD stride, D3DXVECTOR3 *vmin, D3DXVECTOR3 *vmax);
789 HRESULT WINAPI D3DXComputeBoundingSphere(const D3DXVECTOR3 *first_pos, DWORD num_vertices,
790 DWORD stride, D3DXVECTOR3 *center, FLOAT *radius);
821 HRESULT WINAPI D3DXIntersect(ID3DXBaseMesh *mesh, const D3DXVECTOR3 *ray_position, const D3DXVECTOR3 *ray_direction,
823 HRESULT WINAPI D3DXIntersectSubset(ID3DXBaseMesh *mesh, DWORD attribute_id, const D3DXVECTOR3 *ray_position,
824 const D3DXVECTOR3 *ray_direction, BOOL *hit, DWORD *face_idx, float *u, float *v, float *distance,
826 BOOL WINAPI D3DXIntersectTri(const D3DXVECTOR3 *vtx0, const D3DXVECTOR3 *vtx1,
827 const D3DXVECTOR3 *vtx2, const D3DXVECTOR3 *ray_pos, const D3DXVECTOR3 *ray_dir, FLOAT *u,