Strict Standards: Non-static method utf_normalizer::nfc() should not be called statically in /www/htdocs/w006661d/anddev/includes/utf/utf_tools.php on line 1781
[phpBB Debug] PHP Notice: in file /bbc_download.php on line 73: Cannot modify header information - headers already sent by (output started at /includes/utf/utf_tools.php:1781)
[phpBB Debug] PHP Notice: in file /bbc_download.php on line 74: Cannot modify header information - headers already sent by (output started at /includes/utf/utf_tools.php:1781)
[phpBB Debug] PHP Notice: in file /bbc_download.php on line 75: Cannot modify header information - headers already sent by (output started at /includes/utf/utf_tools.php:1781)
[phpBB Debug] PHP Notice: in file /bbc_download.php on line 76: Cannot modify header information - headers already sent by (output started at /includes/utf/utf_tools.php:1781)
[phpBB Debug] PHP Notice: in file /bbc_download.php on line 77: Cannot modify header information - headers already sent by (output started at /includes/utf/utf_tools.php:1781)
[phpBB Debug] PHP Notice: in file /bbc_download.php on line 78: Cannot modify header information - headers already sent by (output started at /includes/utf/utf_tools.php:1781)
// Gets the inverse matrix matrix between eye and position public static float[] getInverseMatrix(float matrix[], Vector3f eye, Vector3f position) { // Reset X axis tempVector1.x = 0; tempVector1.y = 0; tempVector1.z = 0; // Reset Y axis tempVector2.x = 0; tempVector2.y = 1f; tempVector2.z = 0; // Set Z axis to position tempVector3.x = position.x; tempVector3.y = position.y; tempVector3.z = position.z; // Sub eye tempVector3.x -= eye.x; tempVector3.y -= eye.y; tempVector3.z -= eye.z; tempVector3.normalize(); tempVector1.cross(tempVector2, tempVector3); tempVector1.normalize(); tempVector2.cross(tempVector1, tempVector3); tempVector2.normalize(); tempVector2.scale(-1f); matrix[0] = tempVector1.x; matrix[1] = tempVector1.y; matrix[2] = tempVector1.z; matrix[12] = position.x; matrix[4] = tempVector2.x; matrix[5] = tempVector2.y; matrix[6] = tempVector2.z; matrix[13] = position.y; matrix[8] = tempVector3.x; matrix[9] = tempVector3.y; matrix[10] = tempVector3.z; matrix[14] = position.z; matrix[15] = 1.0f; return matrix; }