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use float precision for math funcs
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@@ -66,7 +66,7 @@ glm_euler_angles(mat4 m, vec3 dest) {
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glm_vec_dup(a[path], dest);
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} else {
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dest[0] = atan2(m[1][0], m[2][0]);
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dest[0] = atan2f(m[1][0], m[2][0]);
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dest[1] = M_PI_2;
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dest[2] = 0.0f;
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}
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@@ -159,9 +159,9 @@ glm_quat_slerp(versor q,
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}
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/* SLERP */
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angle = acos(cosTheta);
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a = sin(c * angle);
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b = sin(t * angle);
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angle = acosf(cosTheta);
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a = sinf(c * angle);
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b = sinf(t * angle);
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dest[0] = (q[0] * a + r[0] * b) / sinTheta;
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dest[1] = (q[1] * a + r[1] * b) / sinTheta;
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