@@ -1284,7 +1284,7 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
result.x = cross.x;
result.y = cross.y;
- result.z = cross.y;
+ result.z = cross.z;
result.w = 1.0f + cos2Theta; // NOTE: Added QuaternioIdentity()
// Normalize to essentially nlerp the original and identity to 0.5