|  |  | @ -1126,13 +1126,15 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to) | 
		
	
		
			
			|  |  |  | q.x = cross.x; | 
		
	
		
			
			|  |  |  | q.y = cross.y; | 
		
	
		
			
			|  |  |  | q.z = cross.y; | 
		
	
		
			
			|  |  |  | q.w = 1.0f + cos2Theta; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | QuaternionNormalize(&q); | 
		
	
		
			
			|  |  |  | q.w = 1.0f + cos2Theta;     // NOTE: Added QuaternioIdentity() | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Normalize to essentially nlerp the original and identity to 0.5 | 
		
	
		
			
			|  |  |  | QuaternionNormalize(&q); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f); | 
		
	
		
			
			|  |  |  | // Above lines are equivalent to: | 
		
	
		
			
			|  |  |  | //Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | return result; | 
		
	
		
			
			|  |  |  | return q; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Returns a quaternion for a given rotation matrix | 
		
	
	
		
			
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