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vec: rename glm_vec_ namespace to glm_vec3_
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@@ -106,7 +106,7 @@ glm_frustum_planes(mat4 m, vec4 dest[6]) {
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*
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* Find center coordinates:
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* for (j = 0; j < 4; j++) {
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* glm_vec_center(corners[i], corners[i + 4], centerCorners[i]);
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* glm_vec3_center(corners[i], corners[i + 4], centerCorners[i]);
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* }
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*
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* @param[in] invMat matrix (see brief)
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@@ -187,8 +187,8 @@ glm_frustum_box(vec4 corners[8], mat4 m, vec3 box[2]) {
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vec3 min, max;
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int i;
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glm_vec_broadcast(FLT_MAX, min);
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glm_vec_broadcast(-FLT_MAX, max);
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glm_vec3_broadcast(FLT_MAX, min);
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glm_vec3_broadcast(-FLT_MAX, max);
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for (i = 0; i < 8; i++) {
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glm_mat4_mulv(m, corners[i], v);
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@@ -202,8 +202,8 @@ glm_frustum_box(vec4 corners[8], mat4 m, vec3 box[2]) {
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max[2] = glm_max(max[2], v[2]);
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}
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glm_vec_copy(min, box[0]);
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glm_vec_copy(max, box[1]);
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glm_vec3_copy(min, box[0]);
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glm_vec3_copy(max, box[1]);
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}
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/*!
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@@ -228,7 +228,7 @@ glm_frustum_corners_at(vec4 corners[8],
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float dist, sc;
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/* because distance and scale is same for all */
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dist = glm_vec_distance(corners[GLM_RTF], corners[GLM_RTN]);
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dist = glm_vec3_distance(corners[GLM_RTF], corners[GLM_RTN]);
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sc = dist * (splitDist / farDist);
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/* left bottom */
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