Added: 3 years ago
From: alaskajohn
Views: 2,485
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  • Hi, thats a cool camera class you got there!

    I got one small tip that 'may' help. I see your using sin, cos and sqrt. If you use sinf, cosf and sqrtf then you will avoid any double or long to float conversions. I think they are available on the PS2 dev kits (they are on the PSP). Your class does have some handy funcitonality there (geoSynchronousOrbit :) and its good to see some actual quaternion code going on as opposed to cheating with D3DX :p

    Nice one

  • ah... sinf ... that makes sense. Thanks.

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