@@ -2338,8 +2338,7 @@ RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
float ilength = 0.0f;
// Vector3Normalize(axis)
- Vector3 v = axis;
- length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+ length = axisLength;
if (length == 0.0f) length = 1.0f;
ilength = 1.0f/length;
axis.x *= ilength;