Review math usage to reduce temp variables

This commit is contained in:
raysan5
2018-04-02 15:16:45 +02:00
parent 6985953e3d
commit 375adf86a6
3 changed files with 13 additions and 22 deletions

View File

@ -470,8 +470,7 @@ void rlRotatef(float angleDeg, float x, float y, float z)
Matrix matRotation = MatrixIdentity();
Vector3 axis = (Vector3){ x, y, z };
axis = Vector3Normalize(axis);
matRotation = MatrixRotate(axis, angleDeg*DEG2RAD);
matRotation = MatrixRotate(Vector3Normalize(axis), angleDeg*DEG2RAD);
// NOTE: We transpose matrix with multiplication order
*currentMatrix = MatrixMultiply(matRotation, *currentMatrix);
@ -1356,7 +1355,7 @@ Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view)
// Calculate unproject matrix (multiply view patrix by projection matrix) and invert it
Matrix matViewProj = MatrixMultiply(view, proj);
matViewProj= MatrixInvert(matViewProj);
matViewProj = MatrixInvert(matViewProj);
// Create quaternion from source point
Quaternion quat = { source.x, source.y, source.z, 1.0f };