That was a bad case of premature optimization.
Multiplication is indeed faster, but when working with floats this can introduce some rather unexpected inaccuracies.
Like x/x suddenly no longer being 1.0 (something guaranteed by division).
If someone really needs this back, then please add some new function which makes it clear we don't just have a typical division here.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6298
dfc29bdd-3216-0410-991c-
e03cc46cb475
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Changes in 1.9 (not yet released)\r
+- vector3d scalar operator/ and operator/= no longer multiply by the inverse but use the expected division. \r
+ Costs some speed, but fixes floating point troubles caused by this optimization (like x/x no longer being 1.0).\r
- Add equals and set_data functions to core::array for easier working with blocks of data.\r
- SIrrlichtCreationParameters::IgnoreInput set to false works again on X11. \r
Thanks @ Victor Gaydov for report + patch + very good test cases! (bug #401)\r
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vector3d<T> operator/(const vector3d<T>& other) const { return vector3d<T>(X / other.X, Y / other.Y, Z / other.Z); }\r
vector3d<T>& operator/=(const vector3d<T>& other) { X/=other.X; Y/=other.Y; Z/=other.Z; return *this; }\r
- vector3d<T> operator/(const T v) const { T i=(T)1.0/v; return vector3d<T>(X * i, Y * i, Z * i); }\r
- vector3d<T>& operator/=(const T v) { T i=(T)1.0/v; X*=i; Y*=i; Z*=i; return *this; }\r
+ vector3d<T> operator/(const T v) const { return vector3d<T>(X/v, Y/v, Z/v); }\r
+ vector3d<T>& operator/=(const T v) { X/=v; Y/=v; Z/=v; return *this; }\r
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T& operator [](u32 index)\r
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