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
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
Mavab 3 years ago
ah... sinf ... that makes sense. Thanks.
alaskajohn 3 years ago