use multiplication instead of division for 1 / 2
@@ -31,7 +31,7 @@ glm_quat(versor q,
float z) {
float a, c, s;
- a = angle / 2.0f;
+ a = angle * 0.5f;
c = cosf(a);
s = sinf(a);
@@ -48,7 +48,7 @@ glm_quatv(versor q,
vec3 v) {
float a, c, s;
- a = angle / 2.0f;
+ a = angle * 0.5f;
c = cosf(a);
s = sinf(a);
