Update documentation with nlerp
@@ -52,6 +52,7 @@ Functions:
#. :c:func:`glm_quat_mat3`
#. :c:func:`glm_quat_mat3t`
#. :c:func:`glm_quat_lerp`
+#. :c:func:`glm_quat_nlerp`
#. :c:func:`glm_quat_slerp`
#. :c:func:`glm_quat_look`
#. :c:func:`glm_quat_for`
@@ -304,6 +305,25 @@ Functions documentation
| *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** result quaternion
+.. c:function:: void glm_quat_nlerp(versor q, versor r, float t, versor dest)
+
+ | interpolates between two quaternions
+ | taking the shortest rotation path using
+ | normalized linear interpolation (NLERP)
+
+ | This is a cheaper alternative to slerp; most games use nlerp
+ | for animations as it visually makes little difference.
+
+ References:
+ * `Understanding Slerp, Then Not Using it <http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It>`_
+ * `Lerp, Slerp and Nlerp <https://keithmaggio.wordpress.com/2011/02/15/math-magician-lerp-slerp-and-nlerp/>`_
+
+ Parameters:
+ | *[in]* **from** from
+ | *[in]* **to** to
+ | *[in]* **t** interpolant (amount) clamped between 0 and 1
+ | *[out]* **dest** result quaternion
+
.. c:function:: void glm_quat_slerp(versor q, versor r, float t, versor dest)
| interpolates between two quaternions
