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					@ -59,6 +59,23 @@ namespace glm | 
				
			
			
		
	
		
			
				
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						/// @{
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						/// Builds a translation 4 * 4 matrix created from a vector of 3 components.
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						/// 
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						/// @param m Matrix multiplied by this translation matrix.
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						/// @param v Coordinates of a translation vector.
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						/// 
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						/// @tparam T Value type used to build the translation matrix. Currently supported: half (not recommanded), float or double.
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						/// 
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						/// @code
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						/// #include <glm/glm.hpp>
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						/// #include <glm/gtc/matrix_transform.hpp>
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						/// ...
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						/// glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f));
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						/// // m[0][0] == 1.0f, m[0][1] == 0.0f, m[0][2] == 0.0f, m[0][3] == 0.0f
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						/// // m[1][0] == 0.0f, m[1][1] == 1.0f, m[1][2] == 0.0f, m[1][3] == 0.0f
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						/// // m[2][0] == 0.0f, m[2][1] == 0.0f, m[2][2] == 1.0f, m[2][3] == 0.0f
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						/// // m[3][0] == 1.0f, m[3][1] == 1.0f, m[3][2] == 1.0f, m[3][3] == 1.0f
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						/// @endcode
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						/// 
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						/// @see gtc_matrix_transform
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						/// @see gtx_transform
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						/// @see - translate(T x, T y, T z)
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					@ -70,6 +87,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							detail::tvec3<T> const & v); | 
				
			
			
		
	
		
			
				
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						/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees. 
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						/// 
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						/// @see gtc_matrix_transform
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						/// @see gtx_transform
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						/// @see - rotate(T angle, T x, T y, T z) 
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					@ -82,6 +100,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							detail::tvec3<T> const & v); | 
				
			
			
		
	
		
			
				
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						/// Builds a scale 4 * 4 matrix created from 3 scalars. 
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						/// 
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						/// @see gtc_matrix_transform
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						/// @see gtx_transform
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						/// @see - scale(T x, T y, T z) scale(T const & x, T const & y, T const & z)
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					@ -93,6 +112,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							detail::tvec3<T> const & v); | 
				
			
			
		
	
		
			
				
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						/// Creates a matrix for an orthographic parallel viewing volume.
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						/// 
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						/// @see gtc_matrix_transform
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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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					@ -105,6 +125,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							T const & zFar); | 
				
			
			
		
	
		
			
				
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						/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
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						/// 
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						/// @see gtc_matrix_transform
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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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					@ -115,6 +136,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							T const & top); | 
				
			
			
		
	
		
			
				
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						/// Creates a frustum matrix.
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						/// 
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						/// @see gtc_matrix_transform
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						template <typename T> 
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						detail::tmat4x4<T> frustum( | 
				
			
			
		
	
	
		
			
				
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					@ -126,6 +148,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							T const & farVal); | 
				
			
			
		
	
		
			
				
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						/// Creates a matrix for a symetric perspective-view frustum.
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						/// 
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						/// @see gtc_matrix_transform
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						template <typename T> 
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						detail::tmat4x4<T> perspective( | 
				
			
			
		
	
	
		
			
				
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					@ -134,7 +157,8 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							T const & zNear, 
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							T const & zFar); | 
				
			
			
		
	
		
			
				
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						/// Builds a perspective projection matrix based on a field of view
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						/// Builds a perspective projection matrix based on a field of view.
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						/// 
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						/// @see gtc_matrix_transform
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						template <typename valType> 
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						detail::tmat4x4<valType> perspectiveFov( | 
				
			
			
		
	
	
		
			
				
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					@ -144,19 +168,22 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							valType const & zNear, 
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							valType const & zFar); | 
				
			
			
		
	
		
			
				
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						/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite .
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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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						/// @see gtc_matrix_transform
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					    template <typename T> 
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						detail::tmat4x4<T> infinitePerspective( | 
				
			
			
		
	
		
			
				
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							T fovy, T aspect, T zNear); | 
				
			
			
		
	
		
			
				
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						/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
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						/// 
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						/// @see gtc_matrix_transform
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					    template <typename T> 
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						detail::tmat4x4<T> tweakedInfinitePerspective( | 
				
			
			
		
	
		
			
				
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							T fovy, T aspect, T zNear); | 
				
			
			
		
	
		
			
				
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						/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
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						/// 
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						/// @see gtc_matrix_transform
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						template <typename T, typename U> 
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						detail::tvec3<T> project( | 
				
			
			
		
	
	
		
			
				
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					@ -166,6 +193,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							detail::tvec4<U> const & viewport); | 
				
			
			
		
	
		
			
				
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						/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
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						/// 
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						/// @see gtc_matrix_transform
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						template <typename T, typename U> 
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						detail::tvec3<T> unProject( | 
				
			
			
		
	
	
		
			
				
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					@ -175,6 +203,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							detail::tvec4<U> const & viewport); | 
				
			
			
		
	
		
			
				
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						/// Define a picking region
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						/// 
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						/// @see gtc_matrix_transform
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						template <typename T, typename U> 
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						detail::tmat4x4<T> pickMatrix( | 
				
			
			
		
	
	
		
			
				
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					@ -183,6 +212,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							detail::tvec4<U> const & viewport); | 
				
			
			
		
	
		
			
				
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						/// Build a look at view matrix.
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						/// 
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						/// @see gtc_matrix_transform
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						/// @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)
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						/// @param eye Position of the camera
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