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);
}
///