Closed GoogleCodeExporter closed 8 years ago
Unfortunately we got torn between the way XNA does it and the way D3DX does it.
As
much as I hate to change it again, most everything else we do matches D3DX so
I'll
switch it back.
Original comment by Mike.Popoloski
on 29 Apr 2010 at 11:49
Dear Mike,
First of all, congrats to you, Promit, and all the people involved in SlimDX.
We have been also affected by this issue in our physics engine. Is it official
that
you will switch back to the previos quaternion multiplication algorithm in the
next
release? (Ive checked the current source code and it´s still the XNA one).
Thanks a lot and best regards,
Inaki Ayucar
(http://graphicdna.blogspot.com)
Original comment by iayucart...@gmail.com
on 26 May 2010 at 3:47
Yes, it's official. We will switch back for the June release. I will update this
issue once I've committed the change.
Original comment by Mike.Popoloski
on 26 May 2010 at 4:55
This issue was closed by revision r1594.
Original comment by Mike.Popoloski
on 29 May 2010 at 2:12
Original issue reported on code.google.com by
k...@ventuz.com
on 21 Apr 2010 at 9:34