void createAxes(const VectorF& uAxis, VectorF& vAxis, VectorF& wAxis) { // Cross uAxis with the canonical vector furthest from it Axes min = uAxis.minAbsComp(); switch (min) { case XAxis: vAxis = Math::cross(uAxis, VXAxis); break; case YAxis: vAxis = Math::cross(uAxis, VYAxis); break; case ZAxis: vAxis = Math::cross(uAxis, VZAxis); break; default: break; } Math::vec3Normalize(vAxis); wAxis = Math::cross(vAxis, uAxis); Math::vec3Normalize(wAxis); return; }