angleToQuaternionf(GLfloat result[4], GLfloat anglex, GLfloat angley, GLfloat anglez) | ES3D::QuaternionMathf | [inline, static] |
quaternionToMatrixf(GLfloat result[16], GLfloat quaternion[4]) | ES3D::QuaternionMathf | [inline, static] |
slerpf(GLfloat result[4], const GLfloat quaternion0[4], const GLfloat quaternion1[4], GLclampf t) | ES3D::QuaternionMathf | [inline, static] |