|  |  | @ -175,7 +175,8 @@ namespace glm | 
			
		
	
		
		
			
				
					
					|  |  |  | 		mat<3, 3, T, Q> Result; |  |  |  | 		mat<3, 3, T, Q> Result; | 
			
		
	
		
		
			
				
					
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					|  |  |  | 		Result[2] = -direction; |  |  |  | 		Result[2] = -direction; | 
			
		
	
		
		
			
				
					
					|  |  |  | 		Result[0] = normalize(cross(up, Result[2])); |  |  |  | 		vec<3, T, Q> const& Right = cross(up, Result[2]); | 
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 		Result[0] = Right * inversesqrt(max(static_cast<T>(0.00001), dot(Right, Right))); | 
			
		
	
		
		
			
				
					
					|  |  |  | 		Result[1] = cross(Result[2], Result[0]); |  |  |  | 		Result[1] = cross(Result[2], Result[0]); | 
			
		
	
		
		
			
				
					
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					|  |  |  | 		return quat_cast(Result); |  |  |  | 		return quat_cast(Result); | 
			
		
	
	
		
		
			
				
					|  |  | @ -187,7 +188,8 @@ namespace glm | 
			
		
	
		
		
			
				
					
					|  |  |  | 		mat<3, 3, T, Q> Result; |  |  |  | 		mat<3, 3, T, Q> Result; | 
			
		
	
		
		
			
				
					
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					|  |  |  | 		Result[2] = direction; |  |  |  | 		Result[2] = direction; | 
			
		
	
		
		
			
				
					
					|  |  |  | 		Result[0] = normalize(cross(up, Result[2])); |  |  |  | 		vec<3, T, Q> const& Right = cross(up, Result[2]); | 
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 		Result[0] = Right * inversesqrt(max(static_cast<T>(0.00001), dot(Right, Right))); | 
			
		
	
		
		
			
				
					
					|  |  |  | 		Result[1] = cross(Result[2], Result[0]); |  |  |  | 		Result[1] = cross(Result[2], Result[0]); | 
			
		
	
		
		
			
				
					
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					|  |  |  | 		return quat_cast(Result); |  |  |  | 		return quat_cast(Result); | 
			
		
	
	
		
		
			
				
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