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Fixed API doc links
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@ -311,38 +311,38 @@ void foo()
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<dl>
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<dt>glRotate[fd]</dt>
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<dd>\link glm::gtc::matrix_transform::rotate glm::rotate \endlink</dd>
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<dd>\link glm::gtc::rotate glm::rotate \endlink</dd>
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<dt>glScale[fd]</dt>
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<dd>\link glm::gtc::matrix_transform::scale glm::scale \endlink</dd>
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<dd>\link glm::gtc::scale glm::scale \endlink</dd>
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<dt>glTranslate[fd]</dt>
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<dd>\link glm::gtc::matrix_transform::translate glm::translate \endlink</dd>
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<dd>\link glm::gtc::translate glm::translate \endlink</dd>
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<dt>glLoadIdentity</dt>
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<dd>The default constructor of all matrix types creates an identity matrix.</dd>
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<dt>glMultMatrix[fd]</dt>
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<dd>Per the GLSL specification, the multiplication operator is overloaded for all matrix types. Multiplying two matrices together will perform matrix multiplication.</dd>
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<dt>glLoadTransposeMatrix[fd]</dt>
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<dd>\link glm::core::function::matrix::transpose glm::transpose \endlink</dd>
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<dd>\link glm::core::transpose glm::transpose \endlink</dd>
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<dt>glMultTransposeMatrix</dt>
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<dd>Combine the last two.</dd>
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<dt>glFrustum</dt>
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<dd>\link glm::gtc::matrix_transform::frustum glm::frustum \endlink</dd>
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<dd>\link glm::gtc::frustum glm::frustum \endlink</dd>
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<dt>glOrtho</dt>
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<dd>\link glm::gtc::matrix_transform::ortho glm::ortho \endlink</dd>
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<dd>\link glm::gtc::ortho glm::ortho \endlink</dd>
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<dt>gluLookAt</dt>
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<dd>\link glm::gtc::matrix_transform::lookAt glm::lookAt \endlink</dd>
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<dd>\link glm::gtc::lookAt glm::lookAt \endlink</dd>
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</dl>
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\section deprecated_glu GLU function replacements
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<dl>
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<dt>gluOrtho2D</dt>
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<dd>\link glm::gtc::matrix_transform::ortho glm::ortho \endlink</dd>
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<dd>\link glm::gtc::ortho glm::ortho \endlink</dd>
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<dt>gluPerspective</dt>
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<dd>\link glm::gtc::matrix_transform::perspective glm::perspective \endlink</dd>
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<dd>\link glm::gtc::perspective glm::perspective \endlink</dd>
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<dt>gluProject</dt>
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<dd>\link glm::gtc::matrix_transform::project glm::project \endlink</dd>
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<dd>\link glm::gtc::project glm::project \endlink</dd>
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<dt>gluUnProject</dt>
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<dd>\link glm::gtc::matrix_transform::unProject glm::unProject \endlink</dd>
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<dd>\link glm::gtc::unProject glm::unProject \endlink</dd>
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</dl>
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**/
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@ -62,9 +62,9 @@ namespace gtc
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/// Builds a translation 4 * 4 matrix created from a vector of 3 components.
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/// @see - gtc_matrix_transform
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/// @see - gtx_transform:
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/// - @link glm::gtx::transform::translate(T x, T y, T z) translate(T x, T y, T z) @endlink
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/// - @link glm::gtx::transform::translate(detail::tmat4x4<T> const & m, T x, T y, T z) translate(mat4x4<T> const & m, T x, T y, T z) @endlink
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/// - @link glm::gtx::transform::translate(detail::tvec3<T> const & v) translate(vec3<T> const & v) @endlink
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/// - @link glm::gtx::translate(T x, T y, T z) translate(T x, T y, T z) @endlink
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/// - @link glm::gtx::translate(detail::tmat4x4<T> const & m, T x, T y, T z) translate(mat4x4<T> const & m, T x, T y, T z) @endlink
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/// - @link glm::gtx::translate(detail::tvec3<T> const & v) translate(vec3<T> const & v) @endlink
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template <typename T>
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detail::tmat4x4<T> translate(
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detail::tmat4x4<T> const & m,
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@ -73,9 +73,9 @@ namespace gtc
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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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/// @see - gtc_matrix_transform
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/// @see - gtx_transform:
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/// - @link glm::gtx::transform::rotate(T angle, T x, T y, T z) rotate(T const & angle, T const & x, T const & y, T const & z) @endlink
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/// - @link glm::gtx::transform::rotate(detail::tmat4x4<T> const & m, T angle, T x, T y, T z) rotate(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
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/// - @link glm::gtx::transform::rotate(T angle, detail::tvec3<T> const & v) rotate(T const & angle, vec3<T> const & v) @endlink
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/// - @link glm::gtx::rotate(T angle, T x, T y, T z) rotate(T const & angle, T const & x, T const & y, T const & z) @endlink
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/// - @link glm::gtx::rotate(detail::tmat4x4<T> const & m, T angle, T x, T y, T z) rotate(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
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/// - @link glm::gtx::rotate(T angle, detail::tvec3<T> const & v) rotate(T const & angle, vec3<T> const & v) @endlink
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template <typename T>
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detail::tmat4x4<T> rotate(
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detail::tmat4x4<T> const & m,
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@ -85,9 +85,9 @@ namespace gtc
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/// Builds a scale 4 * 4 matrix created from 3 scalars.
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/// @see - gtc_matrix_transform
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/// @see - gtx_transform:
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/// - @link glm::gtx::transform::scale(T x, T y, T z) scale(T const & x, T const & y, T const & z) @endlink
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/// - @link glm::gtx::transform::scale(detail::tmat4x4<T> const & m, T x, T y, T z) scale(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
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/// - @link glm::gtx::transform::scale(detail::tvec3<T> const & v) scale(vec3<T> const & v) @endlink
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/// - @link glm::gtx::scale(T x, T y, T z) scale(T const & x, T const & y, T const & z) @endlink
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/// - @link glm::gtx::scale(detail::tmat4x4<T> const & m, T x, T y, T z) scale(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
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/// - @link glm::gtx::scale(detail::tvec3<T> const & v) scale(vec3<T> const & v) @endlink
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template <typename T>
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detail::tmat4x4<T> scale(
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detail::tmat4x4<T> const & m,
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