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authorRhys Weatherley <rhys.weatherley@nokia.com>2009-07-09 00:56:15 (GMT)
committerRhys Weatherley <rhys.weatherley@nokia.com>2009-07-09 01:03:11 (GMT)
commit6cb86a552f4f320b47232ef745ae897ad5ead591 (patch)
treed0e8a284bf89ebc211e5f4caf1dd2f301c960851 /src/gui/math3d/qmatrix4x4.cpp
parent6e35b15d75aeb140bf56690ce7369f54342c2739 (diff)
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Remove some left-over mentions of fixed-point in math3d
Reviewed-by: trustme
Diffstat (limited to 'src/gui/math3d/qmatrix4x4.cpp')
-rw-r--r--src/gui/math3d/qmatrix4x4.cpp7
1 files changed, 1 insertions, 6 deletions
diff --git a/src/gui/math3d/qmatrix4x4.cpp b/src/gui/math3d/qmatrix4x4.cpp
index b998353..88f58c8 100644
--- a/src/gui/math3d/qmatrix4x4.cpp
+++ b/src/gui/math3d/qmatrix4x4.cpp
@@ -53,10 +53,6 @@ QT_BEGIN_NAMESPACE
\brief The QMatrix4x4 class represents a 4x4 transformation matrix in 3D space.
\since 4.6
- The matrix elements are stored internally using the most efficient
- numeric representation for the underlying hardware: floating-point
- or fixed-point.
-
\sa QVector3D, QGenericMatrix
*/
@@ -308,8 +304,7 @@ QMatrix4x4::QMatrix4x4(const QTransform& transform)
// The 4x4 matrix inverse algorithm is based on that described at:
// http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q24
// Some optimization has been done to avoid making copies of 3x3
-// sub-matrices, to do calculations in fixed-point where required,
-// and to unroll the loops.
+// sub-matrices and to unroll the loops.
// Calculate the determinant of a 3x3 sub-matrix.
// | A B C |