- float axis_len = sqrt(x * x + y * y + z * z);\r
- rot = quat_rotate(rot, axis_len * 0.001, -x / axis_len, -y / axis_len, z / axis_len);\r
+ float axis_len = (float)sqrt(x * x + y * y + z * z);\r
+ rot = quat_rotate(rot, axis_len * 0.001f, -x / axis_len, -y / axis_len, z / axis_len);\r