yo bitches, this function is sposed to be here, but it's not. why?
Good point. However, considering how all the other color functions are implemented, you could likely write your own. My guess is it looks like this:
Or considering vectors, quaternions, colors, and planes have no type checking since they're all XMVECTORs, you could just call XMVector4NearEqual directly.
Just curious though, how are you liking XNA Math so far?
XMFINLINE BOOL XMColorNearEqual(FXMVECTOR C1, FXMVECTOR C2, FXMVECTOR Epsilon){ return XMVector4NearEqual(C1, C2, Epsilon);}
Or considering vectors, quaternions, colors, and planes have no type checking since they're all XMVECTORs, you could just call XMVector4NearEqual directly.
Just curious though, how are you liking XNA Math so far?
Quote:Original post by gekko
Good point. However, considering how all the other color functions are implemented, you could likely write your own. My guess is it looks like this:XMFINLINE BOOL XMColorNearEqual(FXMVECTOR C1, FXMVECTOR C2, FXMVECTOR Epsilon){ return XMVector4NearEqual(C1, C2, Epsilon);}
Or considering vectors, quaternions, colors, and planes have no type checking since they're all XMVECTORs, you could just call XMVector4NearEqual directly.
Well, yes, but that's beside the point. [grin]
Quote:Just curious though, how are you liking XNA Math so far?
XNA Math isn't bad, although for what we're using it for it's kind of interesting :D Not what it was designed for certainly.
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