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fix bug in QuaternionFromVector3ToVector3 (#1263)

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jvocaturo 4 年前
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6e84120b89
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      src/raymath.h

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@ -1284,7 +1284,7 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
result.x = cross.x;
result.y = cross.y;
result.z = cross.y;
result.z = cross.z;
result.w = 1.0f + cos2Theta; // NOTE: Added QuaternioIdentity()
// Normalize to essentially nlerp the original and identity to 0.5

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