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author | Juan Linietsky <juan@godotengine.org> | 2019-02-25 21:46:24 -0300 |
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committer | Juan Linietsky <juan@godotengine.org> | 2019-02-25 21:47:29 -0300 |
commit | a32b26dfa26f2a039bf9c84b90d10666bcf785c9 (patch) | |
tree | 71ba0cf141b34b242edbe39f266ef36d6054a761 /core/math/vector3.h | |
parent | 51c1d55cf9089cefbde034893b4784a5d554ddcc (diff) | |
download | redot-engine-a32b26dfa26f2a039bf9c84b90d10666bcf785c9.tar.gz |
Several fixes to make GLES2 on HTML5 work much better.
Changed math class error reporting to be a bit less paranoid.
Diffstat (limited to 'core/math/vector3.h')
-rw-r--r-- | core/math/vector3.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/core/math/vector3.h b/core/math/vector3.h index 8d6e093c4c..b11838d16e 100644 --- a/core/math/vector3.h +++ b/core/math/vector3.h @@ -414,7 +414,7 @@ Vector3 Vector3::normalized() const { bool Vector3::is_normalized() const { // use length_squared() instead of length() to avoid sqrt(), makes it more stringent. - return Math::is_equal_approx(length_squared(), 1.0); + return Math::is_equal_approx(length_squared(), 1.0, UNIT_EPSILON); } Vector3 Vector3::inverse() const { |