Searched refs:m10 (Results 1 – 1 of 1) sorted by relevance
372 float m10 = vector3.x; in lookRotation() local387 z = (m01 - m10) * num; in lookRotation()393 y = (m01 + m10) * num4; in lookRotation()400 x = (m10 + m01) * num3; in lookRotation()410 w = (m01 - m10) * num2; in lookRotation()