Use matrix4::getRotationRadians
This commit is contained in:
@@ -619,7 +619,7 @@ void CAnimatedMeshSceneNode::animateJoints(bool CalculateAbsolutePositions)
|
||||
|
||||
// Code is slow, needs to be fixed up
|
||||
|
||||
const core::quaternion RotationStart(PretransitingSave[n].getRotationDegrees() * core::DEGTORAD);
|
||||
const core::quaternion RotationStart(PretransitingSave[n].getRotationRadians());
|
||||
const core::quaternion RotationEnd(JointChildSceneNodes[n]->getRotation() * core::DEGTORAD);
|
||||
|
||||
core::quaternion QRotation;
|
||||
|
||||
Reference in New Issue
Block a user