@@ -517,7 +517,7 @@ bool Matrix::decompose(Vector3* scale, Quaternion* rotation, Vector3* translatio
// Now calculate the rotation from the resulting matrix (axes).
float trace = xaxis.x + yaxis.y + zaxis.z + 1.0f;
- if (trace > MATH_EPSILON)
+ if (trace > 1.0f)
{
float s = 0.5f / sqrt(trace);
rotation->w = 0.25f / s;