# XMVector4Cross method

Computes the 4D cross product.

## Syntax

```
XMVECTOR XMVector4Cross(
[in] XMVECTOR V1,
[in] XMVECTOR V2,
[in] XMVECTOR V3
);

```

V1 [in]

4D vector.

V2 [in]

4D vector.

V3 [in]

4D vector.

## Return value

Returns the 4D cross product of V1, V2, and V3.

## Remarks

A 4D cross-product is not well-defined. This function computes a geometric analog to the 3D cross product. XMVector4Orthogonal is another generalized 'cross-product' for 4D vectors.

The following pseudocode demonstrates the operation of the function:

```

XMVECTOR Result;

Result.x = V1.y * (V2.z * V3.w - V3.z * V2.w)
-  V1.z * (V2.y * V3.w - V3.y * V2.w )
+  V1.w * (V2.y * V3.z - V3.y * V2.z);

Result.y = V1.x * (V3.z * V2.w - V2.z * V3.w)
- V1.z * (V3.x * V2.w - V2.x * V3.w)
+ V1.w * (V3.x * V2.z - V2.x * V3.z);

Result.z = V1.x * (V2.y * V3.w - V3.y * V2.w)
- V1.y * (V2.x * V3.w - V3.x * V2.w)
+ V1.w * (V2.x * V3.y - V3.x * V2.y);

Result.w = V1.x * (V3.y * V2.z - V2.y * V3.z)
- V1.y * (V3.x * V2.z - V2.x * V3.z)
+ V1.z * (V3.x * V2.y - V2.x * V3.y);

return Result;

```

### Platform Requirements

Microsoft Visual Studio 2010 or Microsoft Visual Studio 2012 with the Windows SDK for Windows 8. Supported for Win32 desktop apps, Windows Store apps, and Windows Phone 8 apps.

## Requirements

 Namespace Use DirectX. DirectXMath.h