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@ -100,7 +100,7 @@ namespace glm |
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template <typename T, precision P> |
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GLM_FUNC_DECL tmat4x4<T, P> rotate( |
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tmat4x4<T, P> const & m, |
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T const & angle, |
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T angle, |
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tvec3<T, P> const & axis); |
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/// Builds a scale 4 * 4 matrix created from 3 scalars.
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@ -131,12 +131,12 @@ namespace glm |
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/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
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template <typename T> |
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GLM_FUNC_DECL tmat4x4<T, defaultp> ortho( |
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T const & left, |
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T const & right, |
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T const & bottom, |
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T const & top, |
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T const & zNear, |
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T const & zFar); |
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T left, |
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T right, |
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T bottom, |
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T top, |
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T zNear, |
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T zFar); |
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/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
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///
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@ -149,10 +149,10 @@ namespace glm |
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/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar)
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template <typename T> |
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GLM_FUNC_DECL tmat4x4<T, defaultp> ortho( |
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T const & left, |
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T const & right, |
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T const & bottom, |
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T const & top); |
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T left, |
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T right, |
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T bottom, |
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T top); |
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/// Creates a frustum matrix.
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///
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@ -166,12 +166,12 @@ namespace glm |
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/// @see gtc_matrix_transform
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template <typename T> |
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GLM_FUNC_DECL tmat4x4<T, defaultp> frustum( |
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T const & left, |
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T const & right, |
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T const & bottom, |
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T const & top, |
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T const & near, |
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T const & far); |
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T left, |
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T right, |
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T bottom, |
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T top, |
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T near, |
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T far); |
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/// Creates a matrix for a symetric perspective-view frustum.
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///
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@ -183,10 +183,10 @@ namespace glm |
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/// @see gtc_matrix_transform
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template <typename T> |
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GLM_FUNC_DECL tmat4x4<T, defaultp> perspective( |
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T const & fovy, |
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T const & aspect, |
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T const & near, |
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T const & far); |
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T fovy, |
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T aspect, |
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T near, |
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T far); |
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/// Builds a perspective projection matrix based on a field of view.
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///
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@ -199,11 +199,11 @@ namespace glm |
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/// @see gtc_matrix_transform
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template <typename T> |
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GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFov( |
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T const & fov, |
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T const & width, |
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T const & height, |
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T const & near, |
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T const & far); |
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T fov, |
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T width, |
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T height, |
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T near, |
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T far); |
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/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
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///
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