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@@ -93,7 +93,7 @@ glm_ortho(float left,
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CGLM_INLINE
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void
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glm_ortho_default(float aspect,
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mat4 dest) {
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mat4 dest) {
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if (aspect >= 1.0f) {
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glm_ortho(-1.0f * aspect,
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1.0f * aspect,
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@@ -106,12 +106,12 @@ glm_ortho_default(float aspect,
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}
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glm_ortho(-1.0f,
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1.0f,
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-1.0f / aspect,
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1.0f / aspect,
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-100.0f,
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100.0f,
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dest);
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1.0f,
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-1.0f / aspect,
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1.0f / aspect,
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-100.0f,
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100.0f,
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dest);
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}
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/*!
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@@ -124,8 +124,8 @@ glm_ortho_default(float aspect,
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CGLM_INLINE
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void
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glm_ortho_default_s(float aspect,
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float size,
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mat4 dest) {
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float size,
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mat4 dest) {
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if (aspect >= 1.0f) {
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glm_ortho(-size * aspect,
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size * aspect,
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@@ -138,12 +138,12 @@ glm_ortho_default_s(float aspect,
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}
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glm_ortho(-size,
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size,
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-size / aspect,
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size / aspect,
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-size - 100.0f,
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size + 100.0f,
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dest);
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size,
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-size / aspect,
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size / aspect,
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-size - 100.0f,
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size + 100.0f,
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dest);
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}
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/*!
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@@ -177,7 +177,7 @@ glm_perspective(float fovy,
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}
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/*!
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* @brief set up perspective projection matrix with default near/far
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* @brief set up perspective projection matrix with default near/far
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* and angle values
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*
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* @param[in] aspect aspect ratio ( width / height )
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@@ -186,7 +186,7 @@ glm_perspective(float fovy,
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CGLM_INLINE
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void
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glm_perspective_default(float aspect,
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mat4 dest) {
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mat4 dest) {
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glm_perspective((float)CGLM_PI_4,
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aspect,
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0.01f,
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@@ -205,7 +205,7 @@ glm_perspective_default(float aspect,
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CGLM_INLINE
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void
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glm_perspective_resize(float aspect,
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mat4 proj) {
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mat4 proj) {
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if (proj[0][0] == 0)
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return;
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