Microsoft DirectX 8.1 (C++) |
Returns a quaternion in Barycentric coordinates.
D3DXQUATERNION* D3DXQuaternionBaryCentric( D3DXQUATERNION* pOut, CONST D3DXQUATERNION* pQ1, CONST D3DXQUATERNION* pQ2, CONST D3DXQUATERNION* pQ3, FLOAT f, FLOAT g );
Pointer to a D3DXQUATERNION structure in Barycentric coordinates.
To compute the Barycentric coordinates, the D3DXQuaternionBaryCentric function implements the following series of spherical linear interpolation operations: Slerp(Slerp(Q1, Q2, f+g), Slerp(Q1, Q3, f+g), g/(f+g))
The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXQuaternionBaryCentric function can be used as a parameter for another function.
Header: Declared in D3dx8math.h.
Import Library: Use D3dx8.lib.