Update raymath.h
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@ -2387,7 +2387,7 @@ RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
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// QuaternionNormalize(q);
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// QuaternionNormalize(q);
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Quaternion q = result;
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Quaternion q = result;
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lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
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float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
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if (lengthSq == 0.0f) lengthSq = 1.0f;
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if (lengthSq == 0.0f) lengthSq = 1.0f;
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ilength = 1.0f/sqrtf(lengthSq);
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ilength = 1.0f/sqrtf(lengthSq);
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result.x = q.x*ilength;
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result.x = q.x*ilength;
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