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authorMaxim Nikolenko <maximnproductengine@lindenlab.com>2024-10-08 17:06:20 +0300
committerGitHub <noreply@github.com>2024-10-08 17:06:20 +0300
commit6ccae2d0ae977965202ecb45de77e46f8d0312b3 (patch)
tree0819595c2a50aa7066b0c75b49d3b6c31f5636b9 /indra/llmath/m3math.h
parentccc7fffb22b347149bf807b9d92677e5616c5017 (diff)
parent3dca9fc377e855b74a78a5c30464b468dcc82644 (diff)
Merge branch 'develop' into maxim/lua-nearby-avatars
Diffstat (limited to 'indra/llmath/m3math.h')
-rw-r--r--indra/llmath/m3math.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/indra/llmath/m3math.h b/indra/llmath/m3math.h
index cd14290246..22b11d13b1 100644
--- a/indra/llmath/m3math.h
+++ b/indra/llmath/m3math.h
@@ -119,7 +119,6 @@ class LLMatrix3
// foo.rotate(bar)
// foo = foo * bar
// That is, foo.rotate(bar) multiplies foo by bar FROM THE RIGHT
- const LLMatrix3& rotate(const F32 angle, const F32 x, const F32 y, const F32 z); // Rotate matrix by rotating angle radians about (x, y, z)
const LLMatrix3& rotate(const F32 angle, const LLVector3 &vec); // Rotate matrix by rotating angle radians about vec
const LLMatrix3& rotate(const F32 roll, const F32 pitch, const F32 yaw); // Rotate matrix by roll (about x), pitch (about y), and yaw (about z)
const LLMatrix3& rotate(const LLQuaternion &q); // Transform matrix by Euler angles and translating by pos