Looking back at all the posts, the only thing I can glean is simply this; If you look at hl1, everywhere that valve used CVEctor->Normalize(); it was like this:
Vector blah = Vector(x,y,z); blah = blah.Normalize(); so you're copying the vector around. They simply replaced that with Vector blah = Vector(x,y,z); blah->NormalizeInPlace(); -----Original Message----- From: Jorge Rodriguez [mailto:[EMAIL PROTECTED] Sent: March 23, 2006 12:58 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Why VectorNormalize? Tei wrote: >Theres the C version: > >float VectorNormalize (vec3_t v){ > float length, ilength; > > length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; > length = sqrt (length); // FIXME > > if (length) { > ilength = 1/length; > v[0] *= ilength; > v[1] *= ilength; > v[2] *= ilength; > } > > return length; >} > >Quake 1 source: >http://www.untitled-game.org/source/mathlibc.html > >Thats why return a float. Because is C code. And is the right thing >for "Think in C" mode. But is the wrong thing for "Think in OOP" mode. >So is right that Valve change this stuff. > > Nevermind. -- Jorge "Vino" Rodriguez _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __________ NOD32 1.1454 (20060321) Information __________ This message was checked by NOD32 antivirus system. http://www.eset.com _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders