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author | Campbell Barton <ideasman42@gmail.com> | 2013-05-26 22:36:25 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2013-05-26 22:36:25 +0400 |
commit | ec8d277c64346770b99716b3c1bbdcd07eae26f6 (patch) | |
tree | e0fc551f658e2585d0ea1c36b8d3e2c373919ef2 /source/gameengine | |
parent | 4cf069a41d0a3c39a39237656cd7e65be1d37924 (diff) |
BLI_math rename functions:
- mult_m4_m4m4 -> mul_m4_m4m4
- mult_m3_m3m4 -> mul_m3_m3m4
these temporary names were used to avoid problems when argument order was switched.
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Converter/BL_ArmatureChannel.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureChannel.cpp b/source/gameengine/Converter/BL_ArmatureChannel.cpp index 11e90e1797d..cb33ff0e1e3 100644 --- a/source/gameengine/Converter/BL_ArmatureChannel.cpp +++ b/source/gameengine/Converter/BL_ArmatureChannel.cpp @@ -215,7 +215,7 @@ PyObject *BL_ArmatureChannel::py_attr_get_joint_rotation(void *self_v, const str normalize_m3(pose_mat); if (pchan->parent) { // bone has a parent, compute the rest pose of the bone taking actual pose of parent - mult_m3_m3m4(rest_mat, pchan->parent->pose_mat, pchan->bone->bone_mat); + mul_m3_m3m4(rest_mat, pchan->parent->pose_mat, pchan->bone->bone_mat); normalize_m3(rest_mat); } else { // otherwise, the bone matrix in armature space is the rest pose |