Applied fix for use of C# 3.0 features from 1.0 branch.

This commit is contained in:
the_fiddler 2009-11-11 23:16:42 +00:00
parent c152a724d6
commit c6ae9ae3fe
6 changed files with 9 additions and 9 deletions

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@ -1,4 +1,4 @@
#region --- License --- #region --- License ---
/* /*
Copyright (c) 2006 - 2008 The Open Toolkit library. Copyright (c) 2006 - 2008 The Open Toolkit library.
@ -908,7 +908,7 @@ namespace OpenTK
/// <param name="result">The result of the operation.</param> /// <param name="result">The result of the operation.</param>
public static void Transform(ref Vector2 vec, ref Quaternion quat, out Vector2 result) public static void Transform(ref Vector2 vec, ref Quaternion quat, out Vector2 result)
{ {
Quaternion v = new Quaternion() { X = vec.X, Y = vec.Y, Z = 0, W = 0 }; Quaternion v = new Quaternion(vec.X, vec.Y, 0, 0);
Quaternion i; Quaternion i;
Quaternion t; Quaternion t;
Quaternion.Invert(ref quat, out i); Quaternion.Invert(ref quat, out i);

View file

@ -796,7 +796,7 @@ namespace OpenTK
/// <param name="result">The result of the operation.</param> /// <param name="result">The result of the operation.</param>
public static void Transform(ref Vector2d vec, ref Quaterniond quat, out Vector2d result) public static void Transform(ref Vector2d vec, ref Quaterniond quat, out Vector2d result)
{ {
Quaterniond v = new Quaterniond() { X = vec.X, Y = vec.Y, Z = 0, W = 0 }; Quaterniond v = new Quaterniond(vec.X, vec.Y, 0, 0);
Quaterniond i; Quaterniond i;
Quaterniond t; Quaterniond t;
Quaterniond.Invert(ref quat, out i); Quaterniond.Invert(ref quat, out i);

View file

@ -1,4 +1,4 @@
#region --- License --- #region --- License ---
/* /*
Copyright (c) 2006 - 2008 The Open Toolkit library. Copyright (c) 2006 - 2008 The Open Toolkit library.
@ -1115,7 +1115,7 @@ namespace OpenTK
/// <param name="result">The result of the operation.</param> /// <param name="result">The result of the operation.</param>
public static void Transform(ref Vector3 vec, ref Quaternion quat, out Vector3 result) public static void Transform(ref Vector3 vec, ref Quaternion quat, out Vector3 result)
{ {
Quaternion v = new Quaternion() { X = vec.X, Y = vec.Y, Z = vec.Z, W = 0 }; Quaternion v = new Quaternion(vec.X, vec.Y, vec.Z, 0);
Quaternion i; Quaternion i;
Quaternion t; Quaternion t;
Quaternion.Invert(ref quat, out i); Quaternion.Invert(ref quat, out i);

View file

@ -1111,7 +1111,7 @@ namespace OpenTK
/// <param name="result">The result of the operation.</param> /// <param name="result">The result of the operation.</param>
public static void Transform(ref Vector3d vec, ref Quaterniond quat, out Vector3d result) public static void Transform(ref Vector3d vec, ref Quaterniond quat, out Vector3d result)
{ {
Quaterniond v = new Quaterniond() { X = vec.X, Y = vec.Y, Z = vec.Z, W = 0 }; Quaterniond v = new Quaterniond(vec.X, vec.Y, vec.Z, 0);
Quaterniond i; Quaterniond i;
Quaterniond t; Quaterniond t;
Quaterniond.Invert(ref quat, out i); Quaterniond.Invert(ref quat, out i);

View file

@ -1,4 +1,4 @@
#region --- License --- #region --- License ---
/* /*
Copyright (c) 2006 - 2008 The Open Toolkit library. Copyright (c) 2006 - 2008 The Open Toolkit library.
@ -963,7 +963,7 @@ namespace OpenTK
/// <param name="result">The result of the operation.</param> /// <param name="result">The result of the operation.</param>
public static void Transform(ref Vector4 vec, ref Quaternion quat, out Vector4 result) public static void Transform(ref Vector4 vec, ref Quaternion quat, out Vector4 result)
{ {
Quaternion v = new Quaternion() { X = vec.X, Y = vec.Y, Z = vec.Z, W = vec.W }; Quaternion v = new Quaternion(vec.X, vec.Y, vec.Z, vec.W);
Quaternion i; Quaternion i;
Quaternion t; Quaternion t;
Quaternion.Invert(ref quat, out i); Quaternion.Invert(ref quat, out i);

View file

@ -966,7 +966,7 @@ namespace OpenTK
/// <param name="result">The result of the operation.</param> /// <param name="result">The result of the operation.</param>
public static void Transform(ref Vector4d vec, ref Quaterniond quat, out Vector4d result) public static void Transform(ref Vector4d vec, ref Quaterniond quat, out Vector4d result)
{ {
Quaterniond v = new Quaterniond() { X = vec.X, Y = vec.Y, Z = vec.Z, W = vec.W }; Quaterniond v = new Quaterniond(vec.X, vec.Y, vec.Z, vec.W);
Quaterniond i; Quaterniond i;
Quaterniond t; Quaterniond t;
Quaterniond.Invert(ref quat, out i); Quaterniond.Invert(ref quat, out i);