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Microsoft DirectX 9.0

D3DXQuaternionBaryCentric Function


Returns a quaternion in Barycentric coordinates.

Syntax

D3DXQUATERNION *D3DXQuaternionBaryCentric(      

    D3DXQUATERNION *pOut,     CONST D3DXQUATERNION *pQ1,     CONST D3DXQUATERNION *pQ2,     CONST D3DXQUATERNION *pQ3,     FLOAT f,     FLOAT g );

Parameters

pOut
[in, out] Pointer to the D3DXQUATERNION structure that is the result of the operation.
pQ1
[in] Pointer to a source D3DXQUATERNION structure.
pQ2
[in] Pointer to a source D3DXQUATERNION structure.
pQ3
[in] Pointer to a source D3DXQUATERNION structure.
f
[in] Weighting factor. See Remarks.
g
[in] Weighting factor. See Remarks.

Return Value

Pointer to a D3DXQUATERNION structure in Barycentric coordinates.



Remarks

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.

Function Information

Headerd3dx9math.h
Import libraryd3dx9.lib
Minimum operating systems Windows 98


© 2002 Microsoft Corporation. All rights reserved.