use quat_identity

This commit is contained in:
Olivier Sohn 2017-10-21 21:43:47 +02:00
parent 6f61bb4d2e
commit 6bd81b8fbc

View File

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