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@ -189,8 +189,8 @@ namespace glm |
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/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
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template<typename T, precision P> |
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GLM_FUNC_DECL tquat<T, P> quatLookAt( |
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tvec3<T, P> const & direction, |
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tvec3<T, P> const & up); |
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vec<3, T, P> const& direction, |
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vec<3, T, P> const& up); |
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/// Build a right-handed look at quaternion.
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///
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@ -198,8 +198,8 @@ namespace glm |
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/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
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template<typename T, precision P> |
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GLM_FUNC_DECL tquat<T, P> quatLookAtRH( |
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tvec3<T, P> const & direction, |
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tvec3<T, P> const & up); |
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vec<3, T, P> const& direction, |
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vec<3, T, P> const& up); |
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/// Build a left-handed look at quaternion.
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///
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@ -208,8 +208,8 @@ namespace glm |
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/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
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template<typename T, precision P> |
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GLM_FUNC_DECL tquat<T, P> quatLookAtLH( |
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tvec3<T, P> const & direction, |
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tvec3<T, P> const & up); |
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vec<3, T, P> const& direction, |
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vec<3, T, P> const& up); |
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/// Returns the squared length of x.
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///
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