I've made some optimized functions for rotation matrixes :
RotateXYZ = RotateX * RotateY * RotateZ
RotateZYX = RotateZ * RotateY * RotateX
RotateXZY = RotateX * RotateZ * RotateY
RotateYZX = RotateY * RotateZ * RotateX
with those functions you need only 12 '*' and 4 '+' instead of 128 '*' and 96 '+' to compute those rotation matrixes
I made those optimizations because those functions where a bit too visible after some profiling on ta3d-bin
Optimizations
- zuzuf
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Optimizations
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