diff --git a/include/c3d/maths.h b/include/c3d/maths.h index bfccae6..8f100a5 100644 --- a/include/c3d/maths.h +++ b/include/c3d/maths.h @@ -627,7 +627,7 @@ void Mtx_FromQuat(C3D_Mtx* m, C3D_FQuat q); * @param[in] m Input Matrix * @return Generated Quaternion */ -C3D_FQuat Quat_FromMtx(C3D_Mtx* m); +C3D_FQuat Quat_FromMtx(const C3D_Mtx* m); /** * @brief Identity Quaternion diff --git a/source/maths/quat_frommtx.c b/source/maths/quat_frommtx.c index b1981f3..64bafc5 100644 --- a/source/maths/quat_frommtx.c +++ b/source/maths/quat_frommtx.c @@ -1,6 +1,6 @@ #include -C3D_FQuat Quat_FromMtx(C3D_Mtx* m) +C3D_FQuat Quat_FromMtx(const C3D_Mtx* m) { //Taken from Gamasutra: //http://www.gamasutra.com/view/feature/131686/rotating_objects_using_quaternions.php