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8e1bf69d5d
World scale can only be approximate if non-uniform scales and non-orthogonal rotations are involved, but it is still useful information sometimes. However, the calculation is expensive (needs a square root), so remove world scale as a component and instead calculate it on an as-needed basis because it is quite expensive to do for every transform when it is used only by the legacy-GL alias model renderer. |
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.. | ||
camera.h | ||
entity.h | ||
light.h | ||
scene.h | ||
transform.h | ||
types.h |