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