angleToQuaternionx(FixedPointx result[4], FixedPointx anglex, FixedPointx angley, FixedPointx anglez) | ES3D::QuaternionMathx | [inline, static] |
quaternionToMatrixx(FixedPointx result[16], FixedPointx quaternion[4]) | ES3D::QuaternionMathx | [inline, static] |
slerpx(FixedPointx result[4], const FixedPointx quaternion0[4], const FixedPointx quaternion1[4], GLclampx t) | ES3D::QuaternionMathx | [inline, static] |