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use quat_identity
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@ -185,8 +185,8 @@ namespace glm
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vec<3, T, Q> rotationAxis;
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if(cosTheta >= static_cast<T>(1) - epsilon<T>()) {
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// orig and dest point in the same direction : return identity quaternion.
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return quat(1, 0, 0, 0);
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// orig and dest point in the same direction
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return quat_identity();
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}
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if(cosTheta < static_cast<T>(-1) + epsilon<T>())
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