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Updated doxygen doc
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@ -59,6 +59,23 @@ namespace glm
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/// @{
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/// Builds a translation 4 * 4 matrix created from a vector of 3 components.
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///
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/// @param m Matrix multiplied by this translation matrix.
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/// @param v Coordinates of a translation vector.
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///
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/// @tparam T Value type used to build the translation matrix. Currently supported: half (not recommanded), float or double.
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///
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/// @code
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/// #include <glm/glm.hpp>
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/// #include <glm/gtc/matrix_transform.hpp>
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/// ...
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/// glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f));
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/// // m[0][0] == 1.0f, m[0][1] == 0.0f, m[0][2] == 0.0f, m[0][3] == 0.0f
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/// // m[1][0] == 0.0f, m[1][1] == 1.0f, m[1][2] == 0.0f, m[1][3] == 0.0f
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/// // m[2][0] == 0.0f, m[2][1] == 0.0f, m[2][2] == 1.0f, m[2][3] == 0.0f
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/// // m[3][0] == 1.0f, m[3][1] == 1.0f, m[3][2] == 1.0f, m[3][3] == 1.0f
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/// @endcode
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///
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/// @see gtc_matrix_transform
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/// @see gtx_transform
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/// @see - translate(T x, T y, T z)
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@ -70,6 +87,7 @@ namespace glm
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detail::tvec3<T> const & v);
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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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///
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/// @see gtc_matrix_transform
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/// @see gtx_transform
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/// @see - rotate(T angle, T x, T y, T z)
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@ -82,6 +100,7 @@ namespace glm
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detail::tvec3<T> const & v);
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/// Builds a scale 4 * 4 matrix created from 3 scalars.
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///
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/// @see gtc_matrix_transform
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/// @see gtx_transform
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/// @see - scale(T x, T y, T z) scale(T const & x, T const & y, T const & z)
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@ -93,6 +112,7 @@ namespace glm
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detail::tvec3<T> const & v);
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/// Creates a matrix for an orthographic parallel viewing volume.
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///
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
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template <typename T>
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@ -105,6 +125,7 @@ namespace glm
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T const & zFar);
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/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
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///
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar)
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template <typename T>
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@ -115,6 +136,7 @@ namespace glm
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T const & top);
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/// Creates a frustum matrix.
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///
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/// @see gtc_matrix_transform
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template <typename T>
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detail::tmat4x4<T> frustum(
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@ -126,6 +148,7 @@ namespace glm
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T const & farVal);
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/// Creates a matrix for a symetric perspective-view frustum.
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///
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/// @see gtc_matrix_transform
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template <typename T>
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detail::tmat4x4<T> perspective(
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@ -134,7 +157,8 @@ 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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/// Builds a perspective projection matrix based on a field of view.
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///
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/// @see gtc_matrix_transform
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template <typename valType>
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detail::tmat4x4<valType> perspectiveFov(
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@ -144,19 +168,22 @@ namespace glm
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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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/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
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///
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/// @see gtc_matrix_transform
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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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///
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/// @see gtc_matrix_transform
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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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///
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/// @see gtc_matrix_transform
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template <typename T, typename U>
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detail::tvec3<T> project(
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@ -166,6 +193,7 @@ 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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///
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/// @see gtc_matrix_transform
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template <typename T, typename U>
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detail::tvec3<T> unProject(
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@ -175,6 +203,7 @@ namespace glm
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detail::tvec4<U> const & viewport);
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/// Define a picking region
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///
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/// @see gtc_matrix_transform
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template <typename T, typename U>
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detail::tmat4x4<T> pickMatrix(
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@ -183,6 +212,7 @@ namespace glm
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detail::tvec4<U> const & viewport);
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/// Build a look at view matrix.
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///
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/// @see gtc_matrix_transform
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/// @see - frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal)
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/// @param eye Position of the camera
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