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authorCampbell Barton <ideasman42@gmail.com>2010-02-26 12:02:52 +0300
committerCampbell Barton <ideasman42@gmail.com>2010-02-26 12:02:52 +0300
commit9352c9f0c14aff78ad7c9eba980528bcb1be1575 (patch)
treeaee48e0e5fb34b2b5de31d2c1e327ad383d39ef6 /source/gameengine/VideoTexture/ImageRender.cpp
parent2cf6141e7ca40daeaae845246ffa22258eefc579 (diff)
use negate_v3 rather then multiplying a vector by -1.0 (no functional changes)
Diffstat (limited to 'source/gameengine/VideoTexture/ImageRender.cpp')
-rw-r--r--source/gameengine/VideoTexture/ImageRender.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/source/gameengine/VideoTexture/ImageRender.cpp b/source/gameengine/VideoTexture/ImageRender.cpp
index d654bc14114..7580563a74f 100644
--- a/source/gameengine/VideoTexture/ImageRender.cpp
+++ b/source/gameengine/VideoTexture/ImageRender.cpp
@@ -654,8 +654,7 @@ ImageRender::ImageRender (KX_Scene * scene, KX_GameObject * observer, KX_GameObj
}
// compute rotation matrix between local coord and mirror coord
// to match camera orientation, we select mirror z = -normal, y = up, x = y x z
- copy_v3_v3(mirrorMat[2], mirrorNormal);
- mul_v3_fl(mirrorMat[2], -1.0f);
+ negate_v3_v3(mirrorMat[2], mirrorNormal);
copy_v3_v3(mirrorMat[1], mirrorUp);
cross_v3_v3v3(mirrorMat[0], mirrorMat[1], mirrorMat[2]);
// transpose to make it a orientation matrix from local space to mirror space