/// @see - translate(mat<4, 4, T, Q> const& m, T x, T y, T z)
/// @see - translate(vec<3, T, Q> const& v)
/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glTranslate.xml">glTranslate man page</a>
@ -66,7 +64,7 @@ namespace glm
/// @param angle Rotation angle expressed in radians.
/// @param axis Rotation axis, recommended to be normalized.
/// @tparam T Value type used to build the matrix. Supported: half, float or double.
/// @see gtc_matrix_transform
///
/// @see - rotate(mat<4, 4, T, Q> const& m, T angle, T x, T y, T z)
/// @see - rotate(T angle, vec<3, T, Q> const& v)
/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glRotate.xml">glRotate man page</a>
@ -79,7 +77,7 @@ namespace glm
/// @param m Input matrix multiplied by this scale matrix.
/// @param v Ratio of scaling for each axis.
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double.
/// @see gtc_matrix_transform
///
/// @see - scale(mat<4, 4, T, Q> const& m, T x, T y, T z)
/// @see - scale(vec<3, T, Q> const& v)
/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glScale.xml">glScale man page</a>
@ -92,7 +90,7 @@ namespace glm
/// @param eye Position of the camera
/// @param center Position where the camera is looking at
/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
/// @see gtc_matrix_transform
///
/// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal)
template<typenameT,qualifierQ>
GLM_FUNC_DECLmat<4,4,T,Q>lookAtRH(
@ -103,7 +101,7 @@ namespace glm
/// @param eye Position of the camera
/// @param center Position where the camera is looking at
/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
/// @see gtc_matrix_transform
///
/// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal)
template<typenameT,qualifierQ>
GLM_FUNC_DECLmat<4,4,T,Q>lookAtLH(
@ -114,7 +112,7 @@ namespace glm
/// @param eye Position of the camera
/// @param center Position where the camera is looking at
/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
/// @see gtc_matrix_transform
///
/// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal)
/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluLookAt.xml">gluLookAt man page</a>