_Dot3dVW0
Computes the inner product of a pair of three or four-dimensional vectors with the "w" coordinate forced to 0.
float _Dot3dVW0(
float* vector1,
float* vector2
);
Parameters
- vector1
[in] Pointer to a three or four-dimensional source vector. - vector2
[in] Pointer to a three or four-dimensional destination vector.
Return Values
The scalar resulting from the inner product.
Remarks
The fourth coordinate of a source vector will always force to 0.
To implement this function, use the -Qsh4 -Oi flag when compiling.
The following example shows how to use Dot3dVW0 to compute the inner products of three or four dimensional vectors.
/***********************************************************/
#include <stdio.h>
#include <shintr.h>
void main()
{
float result;
float v1[4]={1.0,2.0,3.0,4.0};
float v2[4]={2.0,3.0,4.0,5.0};
result = _Dot3dVW0(v1,v2);
/***********************************************************/
printf("result=%f\n", result);
}
This example results in the following output.
retval=20.000000
Requirements
OS Versions: Windows CE .NET 4.0 and later.
Header: shintr.h.
See Also
_Dot4dV | _Dot3dVW1 | Microprocessor-specific Intrinsic Functions
Last updated on Thursday, April 08, 2004
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