fix bug in QuaternionFromVector3ToVector3 (#1263)
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@ -1284,7 +1284,7 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
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result.x = cross.x;
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result.y = cross.y;
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result.z = cross.y;
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result.z = cross.z;
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result.w = 1.0f + cos2Theta; // NOTE: Added QuaternioIdentity()
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// Normalize to essentially nlerp the original and identity to 0.5
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