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inline float RadToDeg(float Rad){ return Deg / M_PI * 180.f;}sprite.SetRotation(RadToDeg(1.158f));
Well, I don't think it makes much difference, as one can easily write and use DegToRad and RadToDeg functions.I just wanted to use something "human-friendly" by default, so that you can write Sprite.Rotate(90) instead of Sprite.Rotate(M_PI / 2.f).
Thanks for reviving a 6 year-old thread just to complain about something that will never change anyway.
The degrees are most likely converted to radians internally at some point anyway, hence why using radians could be benificial (but unlikely).