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fix vectorization logic and code of cross3 which was never enabled..
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@@ -399,7 +399,8 @@ QuaternionBase<Derived>::_transformVector(Vector3 v) const
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// It appears to be much faster than the common algorithm found
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// in the litterature (30 versus 39 flops). It also requires two
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// Vector3 as temporaries.
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Vector3 uv = Scalar(2) * this->vec().cross(v);
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Vector3 uv = this->vec().cross(v);
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uv += uv;
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return v + this->w() * uv + this->vec().cross(uv);
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}
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