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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/qquaternion.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/qquaternion.cpp')
-rw-r--r--src/gui/math3d/qquaternion.cpp4
1 files changed, 0 insertions, 4 deletions
diff --git a/src/gui/math3d/qquaternion.cpp b/src/gui/math3d/qquaternion.cpp
index 9988e2b..d9d4160 100644
--- a/src/gui/math3d/qquaternion.cpp
+++ b/src/gui/math3d/qquaternion.cpp
@@ -55,10 +55,6 @@ QT_BEGIN_NAMESPACE
Quaternions are used to represent rotations in 3D space, and
consist of a 3D rotation axis specified by the x, y, and z
coordinates, and a scalar representing the rotation angle.
-
- The components of a quaternion are stored internally using the most
- efficient representation for the GL rendering engine, which will be
- either floating-point or fixed-point.
*/
/*!