common/vector_math: Move Vec[x] types into the Common namespace
These types are within the common library, so they should be using the Common namespace.
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@@ -224,11 +224,11 @@ void RasterizerOpenGL::SyncEntireState() {
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* Fortunately however, the 3DS hardware happens to also use this exact same logic to work around
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* these issues, making this basic implementation actually more accurate to the hardware.
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*/
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static bool AreQuaternionsOpposite(Math::Vec4<Pica::float24> qa, Math::Vec4<Pica::float24> qb) {
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Math::Vec4f a{qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32()};
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Math::Vec4f b{qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32()};
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static bool AreQuaternionsOpposite(Common::Vec4<Pica::float24> qa, Common::Vec4<Pica::float24> qb) {
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Common::Vec4f a{qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32()};
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Common::Vec4f b{qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32()};
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return (Math::Dot(a, b) < 0.f);
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return (Common::Dot(a, b) < 0.f);
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}
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void RasterizerOpenGL::AddTriangle(const Pica::Shader::OutputVertex& v0,
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