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This repository has been archived by the owner on Mar 30, 2019. It is now read-only.
Do you have any links that describe the correct implementation? We may need to add a call to Math.Sqrt in the line 230, but definitely not in the place you pointed - as the call to Sqrt may not be necessary in the case when the length is zero.
SharpDX.Quaternion Axis property returns incorrect result.
length calculation should be revised as: float length = (float)Math.Sqrt((X * X) + (Y * Y) + (Z * Z)); (see code)
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