Avoid redundant normalize in obmat_to_viewmat
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@ -850,17 +850,14 @@ void view3d_winmatrix_set(ARegion *ar, const View3D *v3d, const rctf *rect)
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static void obmat_to_viewmat(RegionView3D *rv3d, Object *ob)
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{
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float bmat[4][4];
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float tmat[3][3];
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rv3d->view = RV3D_VIEW_USER; /* don't show the grid */
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copy_m4_m4(bmat, ob->obmat);
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normalize_m4(bmat);
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normalize_m4_m4(bmat, ob->obmat);
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invert_m4_m4(rv3d->viewmat, bmat);
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/* view quat calculation, needed for add object */
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copy_m3_m4(tmat, rv3d->viewmat);
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mat3_to_quat(rv3d->viewquat, tmat);
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mat4_normalized_to_quat(rv3d->viewquat, rv3d->viewmat);
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}
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static float view3d_quat_axis[6][4] = {
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