quadup[1] += d * planenormaly;
quadup[2] += d * planenormalz;
// VectorNormalize(quadup);
- d = 1.0 / sqrt(quadup[0] * quadup[0] + quadup[1] * quadup[1] + quadup[2] * quadup[2]);
+ d = (float)(1.0 / sqrt(quadup[0] * quadup[0] + quadup[1] * quadup[1] + quadup[2] * quadup[2]));
quadup[0] *= d;
quadup[1] *= d;
quadup[2] *= d;