3 ms·
> You really only pay the sin/cos costs when translating out to a Mat3x3 at the end. You don’t need sin/cos for that either. Here’s a code that does that: ht
by Const-me 9y ago
> You really only pay the sin/cos costs when translating out to a Mat3x3 at the end.
You don’t need sin/cos for that either.
Here’s a code that does that:
https://github.com/Microsoft/DirectXMath/blob/master/Inc/DirectXMathMatrix.inl#L1654-L1736 https://github.com/Microsoft/DirectXMath/blob/master/Inc/Dir...
- vvanders 9y agoYou're right, I was mixing that up with the initial conversion from axis+angle to quaternion.