| Commit message (Collapse) | Author | Age | Files | Lines |
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Use the known factorization trick to speed-up quaternion multiplication.
Now we need only 9 floating-point multiplications, instead of 16 (but
at the cost of extra additions and subtractions).
Callgrind shows that the function now takes 299 instructions instead of
318 instructions, which is not a big win. However I assume the speed-up
has a better effect for mobile CPU, where multiplications are more
expensive.
Reviewed-by: Rhys Weatherley
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Reviewed-by: Sarah Smith
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Reviewed-by: Trust Me
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The MODULE placeholder shouldn't be used anymore, and neither should the
old Trolltech license header.
Reviewed-by: Trust Me
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nlerp() implements "normalized linear interpolation", which is faster
than slerp() and gives approximate results that are good enough for
some applications.
Reviewed-by: trustme
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slerp() is the more common-place name in the 3D community.
Reviewed-by: trustme
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The int constructors existed to make fixed-point conversions faster
in certain circumstances. With the removal of fixed-point support,
they are no longer required.
Reviewed-by: trustme
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The main use case for fixed-point support is to build large
arrays of vertices. This can be handled using qvertextype or
something similar at higher levels. So it isn't worth risking
numerical instability in the core classes.
Reviewed-by: trustme
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These sources had the old headers. Update to the new LGPL ones.
Reviewed-by: TrustMe
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