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struct: fix glms_perspective_resize
since struct param is copy-by-value, result was noop
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@@ -322,20 +322,24 @@ glms_perspective_default(float aspect) {
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* this makes very easy to resize proj matrix when window /viewport
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* reized
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*
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* NOTE: if you dodn't want to create new matrix then use array api on struct.raw
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* like glms_perspective_resize(proj.raw, aspect) to avoid create new mat4
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* each time
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*
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* @param[in, out] proj perspective projection matrix
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* @param[in] aspect aspect ratio ( width / height )
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*/
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CGLM_INLINE
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void
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mat4s
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glms_perspective_resize(mat4s proj, float aspect) {
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#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
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glms_perspective_resize_lh_zo(proj, aspect);
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return glms_perspective_resize_lh_zo(proj, aspect);
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#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
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glms_perspective_resize_lh_no(proj, aspect);
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return glms_perspective_resize_lh_no(proj, aspect);
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#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
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glms_perspective_resize_rh_zo(proj, aspect);
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return glms_perspective_resize_rh_zo(proj, aspect);
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#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
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glms_perspective_resize_rh_no(proj, aspect);
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return glms_perspective_resize_rh_no(proj, aspect);
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#endif
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}
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@@ -127,13 +127,20 @@ glms_perspective_default_lh_no(float aspect) {
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* reized with a left-hand coordinate system and a
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* clip-space of [-1, 1].
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*
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* NOTE: if you dodn't want to create new matrix then use array api on struct.raw
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* like glm_perspective_resize_lh_no(proj.raw, aspect) to avoid create new mat4
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* each time
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*
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* @param[in, out] proj perspective projection matrix
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* @param[in] aspect aspect ratio ( width / height )
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*/
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CGLM_INLINE
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void
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mat4s
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glms_perspective_resize_lh_no(mat4s proj, float aspect) {
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glm_perspective_resize_lh_no(aspect, proj.raw);
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mat4s dest;
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dest = proj;
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glm_perspective_resize_lh_no(aspect, dest.raw);
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return dest;
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}
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/*!
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@@ -127,13 +127,20 @@ glms_perspective_default_lh_zo(float aspect) {
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* reized with a left-hand coordinate system and a
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* clip-space of [0, 1].
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*
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* NOTE: if you dodn't want to create new matrix then use array api on struct.raw
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* like glms_perspective_resize_lh_zo(proj.raw, aspect) to avoid create new mat4
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* each time
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*
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* @param[in, out] proj perspective projection matrix
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* @param[in] aspect aspect ratio ( width / height )
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*/
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CGLM_INLINE
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void
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mat4s
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glms_perspective_resize_lh_zo(mat4s proj, float aspect) {
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glm_perspective_resize_lh_zo(aspect, proj.raw);
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mat4s dest;
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dest = proj;
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glm_perspective_resize_lh_zo(aspect, dest.raw);
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return dest;
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}
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/*!
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@@ -127,13 +127,20 @@ glms_perspective_default_rh_no(float aspect) {
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* reized with a right-hand coordinate system and a
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* clip-space of [-1, 1].
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*
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* NOTE: if you dodn't want to create new matrix then use array api on struct.raw
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* like glm_perspective_resize_rh_no(proj.raw, aspect) to avoid create new mat4
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* each time
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*
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* @param[in, out] proj perspective projection matrix
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* @param[in] aspect aspect ratio ( width / height )
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*/
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CGLM_INLINE
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void
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mat4s
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glms_perspective_resize_rh_no(mat4s proj, float aspect) {
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glm_perspective_resize_rh_no(aspect, proj.raw);
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mat4s dest;
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dest = proj;
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glm_perspective_resize_rh_no(aspect, dest.raw);
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return dest;
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}
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/*!
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@@ -127,13 +127,20 @@ glms_perspective_default_rh_zo(float aspect) {
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* reized with a right-hand coordinate system and a
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* clip-space of [0, 1].
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*
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* NOTE: if you dodn't want to create new matrix then use array api on struct.raw
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* like glm_perspective_resize_rh_zo(proj.raw, aspect) to avoid create new mat4
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* each time
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*
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* @param[in, out] proj perspective projection matrix
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* @param[in] aspect aspect ratio ( width / height )
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*/
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CGLM_INLINE
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void
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mat4s
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glms_perspective_resize_rh_zo(mat4s proj, float aspect) {
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glm_perspective_resize_rh_zo(aspect, proj.raw);
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mat4s dest;
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dest = proj;
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glm_perspective_resize_rh_zo(aspect, dest.raw);
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return dest;
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}
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/*!
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