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vector3d scalar operator/ and operator/= no longer multiply by the inverse but use the expected division.
That was a bad case of premature optimization. Multiplication is indeed faster, but when working with floats this can introduce some rather unexpected inaccuracies. Like x/x suddenly no longer being 1.0 (something guaranteed by division). If someone really needs this back, then please add some new function which makes it clear we don't just have a typical division here. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6298 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -9,6 +9,8 @@ Changes in ogl-es (not yet released - will be merged with trunk at some point)
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Changes in 1.9 (not yet released)
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- vector3d scalar operator/ and operator/= no longer multiply by the inverse but use the expected division.
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Costs some speed, but fixes floating point troubles caused by this optimization (like x/x no longer being 1.0).
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- Add equals and set_data functions to core::array for easier working with blocks of data.
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- SIrrlichtCreationParameters::IgnoreInput set to false works again on X11.
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Thanks @ Victor Gaydov for report + patch + very good test cases! (bug #401)
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@ -50,8 +50,8 @@ namespace core
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vector3d<T> operator/(const vector3d<T>& other) const { return vector3d<T>(X / other.X, Y / other.Y, Z / other.Z); }
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vector3d<T>& operator/=(const vector3d<T>& other) { X/=other.X; Y/=other.Y; Z/=other.Z; return *this; }
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vector3d<T> operator/(const T v) const { T i=(T)1.0/v; return vector3d<T>(X * i, Y * i, Z * i); }
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vector3d<T>& operator/=(const T v) { T i=(T)1.0/v; X*=i; Y*=i; Z*=i; return *this; }
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vector3d<T> operator/(const T v) const { return vector3d<T>(X/v, Y/v, Z/v); }
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vector3d<T>& operator/=(const T v) { X/=v; Y/=v; Z/=v; return *this; }
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T& operator [](u32 index)
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{
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