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authorJuan Linietsky <juan@godotengine.org>2019-02-25 21:46:24 -0300
committerJuan Linietsky <juan@godotengine.org>2019-02-25 21:47:29 -0300
commita32b26dfa26f2a039bf9c84b90d10666bcf785c9 (patch)
tree71ba0cf141b34b242edbe39f266ef36d6054a761 /core/math/vector3.h
parent51c1d55cf9089cefbde034893b4784a5d554ddcc (diff)
downloadredot-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.h2
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 {