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Optimized Quaternion vector rotation #205
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@ -302,16 +302,11 @@ namespace detail
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detail::tvec3<T, P> const & v
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)
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{
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T Two(2);
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detail::tvec3<T, P> u(q.x, q.y, q.z);
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detail::tvec3<T, P> uv(glm::cross(u, v) * q.w);
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detail::tvec3<T, P> uuv(glm::cross(u, uv));
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detail::tvec3<T, P> uv, uuv;
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detail::tvec3<T, P> QuatVector(q.x, q.y, q.z);
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uv = glm::cross(QuatVector, v);
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uuv = glm::cross(QuatVector, uv);
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uv *= (Two * q.w);
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uuv *= Two;
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return v + uv + uuv;
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return v + (uv + uuv) * static_cast<float>(2);
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}
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template <typename T, precision P>
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@ -44,6 +44,7 @@ GLM 0.9.5.4: 2014-0X-XX
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- Fixed GTX_color_space - saturation #195
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- Fixed glm::isinf and glm::isnan for with Android NDK 9d #191
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- Fixed builtin GLM_ARCH_SSE4 #204
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- Optimized Quaternion vector rotation #205
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================================================================================
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GLM 0.9.5.3: 2014-04-02
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