diff --git a/src/OpenTK/Math/Vector3.cs b/src/OpenTK/Math/Vector3.cs index 24a0a342..56fbf4c8 100644 --- a/src/OpenTK/Math/Vector3.cs +++ b/src/OpenTK/Math/Vector3.cs @@ -968,12 +968,12 @@ namespace OpenTK // Since vec.W == 0, we can optimize quat * vec * quat^-1 as follows: // vec + 2.0 * cross(quat.xyz, cross(quat.xyz, vec) + quat.w * vec) Vector3 xyz = quat.Xyz, temp, temp2; - Vector3.Cross(ref xyz, ref vec, out temp); - Vector3.Multiply(ref vec, quat.W, out temp2); - Vector3.Add(ref temp, ref temp2, out temp); - Vector3.Cross(ref xyz, ref temp, out temp); - Vector3.Multiply(ref temp, 2, out temp); - Vector3.Add(ref vec, ref temp, out result); + Cross(ref xyz, ref vec, out temp); + Multiply(ref vec, quat.W, out temp2); + Add(ref temp, ref temp2, out temp); + Cross(ref xyz, ref temp, out temp2); + Multiply(ref temp2, 2f, out temp2); + Add(ref vec, ref temp2, out result); } /// Transform a Vector by the given Matrix using right-handed notation diff --git a/src/OpenTK/Math/Vector3d.cs b/src/OpenTK/Math/Vector3d.cs index 0216e460..d2a4f3d2 100644 --- a/src/OpenTK/Math/Vector3d.cs +++ b/src/OpenTK/Math/Vector3d.cs @@ -968,12 +968,12 @@ namespace OpenTK // Since vec.W == 0, we can optimize quat * vec * quat^-1 as follows: // vec + 2.0 * cross(quat.xyz, cross(quat.xyz, vec) + quat.w * vec) Vector3d xyz = quat.Xyz, temp, temp2; - Vector3d.Cross(ref xyz, ref vec, out temp); - Vector3d.Multiply(ref vec, quat.W, out temp2); - Vector3d.Add(ref temp, ref temp2, out temp); - Vector3d.Cross(ref xyz, ref temp, out temp); - Vector3d.Multiply(ref temp, 2, out temp); - Vector3d.Add(ref vec, ref temp, out result); + Cross(ref xyz, ref vec, out temp); + Multiply(ref vec, quat.W, out temp2); + Add(ref temp, ref temp2, out temp); + Cross(ref xyz, ref temp, out temp2); + Multiply(ref temp2, 2f, out temp2); + Add(ref vec, ref temp2, out result); } ///