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authorEdward Welbourne <edward.welbourne@qt.io>2017-03-06 17:40:14 +0100
committerEdward Welbourne <edward.welbourne@qt.io>2017-07-07 08:47:19 +0000
commit885c2c6aa36f9f083ce5a774aedac35caa4ec075 (patch)
tree881147e006f112e72296e304bf92421e0614bb4f /examples/qt3d
parent06fa003da1dc6bc16616f3e687de8513d8b40a1c (diff)
Use Math.hypot() in preference to sqrt(a sum of squares)
It's likely more accurate and may well be optimised, too. Change-Id: Iba38b80be16ca97a5f818e3dbc880a821cd9900a Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'examples/qt3d')
-rw-r--r--examples/qt3d/planets-qml/SolarSystem.qml2
1 files changed, 1 insertions, 1 deletions
diff --git a/examples/qt3d/planets-qml/SolarSystem.qml b/examples/qt3d/planets-qml/SolarSystem.qml
index f9353d6dc..3a717e62a 100644
--- a/examples/qt3d/planets-qml/SolarSystem.qml
+++ b/examples/qt3d/planets-qml/SolarSystem.qml
@@ -395,7 +395,7 @@ Entity {
var v = Math.atan2(yv, xv)
// Calculate the distance (radius)
- var r = Math.sqrt(xv * xv + yv * yv)
+ var r = Math.hypot(xv, yv)
// From http://www.davidcolarusso.com/astro/
// Modified to compensate for the right handed coordinate system of OpenGL