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@ -89,8 +89,30 @@ 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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//! From GLM_GTC_matrix_transform extension.
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template <typename valType>
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detail::tmat4x4<valType> perspectiveFov( |
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valType const & fov,
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valType const & width,
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valType const & height,
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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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//! From GLM_GTC_matrix_transform extension.
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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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//! From GLM_GTC_matrix_transform extension.
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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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//! From GLM_GTC_glu_replacement extension.
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//! From GLM_GTC_matrix_transform extension.
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template <typename T, typename U>
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detail::tvec3<T> project( |
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detail::tvec3<T> const & obj,
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@ -99,7 +121,7 @@ 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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//! From GLM_GTC_glu_replacement extension.
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//! From GLM_GTC_matrix_transform extension.
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template <typename T, typename U>
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detail::tvec3<T> unProject( |
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detail::tvec3<T> const & win,
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