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Fix docs, left and right handness were swapped
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@ -53,7 +53,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_ZO(
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T left, T right, T bottom, T top, T zNear, T zFar);
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/// Creates a matrix for an orthographic parallel viewing volume using right-handed coordinates.
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/// Creates a matrix for an orthographic parallel viewing volume using left-handed coordinates.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T A floating-point scalar type
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@ -63,7 +63,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_NO(
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T left, T right, T bottom, T top, T zNear, T zFar);
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/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.
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/// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @tparam T A floating-point scalar type
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