|RE: [AD] div-by-zero... math3d.c|
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> You are right, this is probably better. sqrt() takes and returns
> doubles anyway, so assuming sqrt is the bottleneck we hardly
> lose much
> speed with your approach.
I was about to add that, on PS2, double are emulated (and very
slow), but that proably doesn't have much weight anyway. There
used to be someone porting to PS2 (Joshua something, wasn't it) ?
Anyone knows if that yielded anything ?
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