Colin Wallace wrote:
I've been doing a lot of opengl work in D. Opengl deals primarily
(maybe even completely?) with degrees.

When using trigonometric functions, they all deal with radians. So
I've been having to do lots of converting. Converting is very
straightforward,

Actually, it isn't!
assert(sin(360 * PI / 180 ) == 0.0); // fails!
There are supposed to be sinPi(), cosPi(), tanPi() functions, but they are not yet implemented (they are quite difficult to get right).

You should use:
sinPi(360/180); to get sine in degrees.

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