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docs: add infinite perspective
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@@ -36,8 +36,10 @@ Functions:
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#. :c:func:`glm_ortho_default`
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#. :c:func:`glm_ortho_default_s`
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#. :c:func:`glm_perspective`
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#. :c:func:`glm_perspective_infinite`
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#. :c:func:`glm_persp_move_far`
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#. :c:func:`glm_perspective_default`
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#. :c:func:`glm_perspective_default_infinite`
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#. :c:func:`glm_perspective_resize`
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#. :c:func:`glm_lookat`
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#. :c:func:`glm_look`
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@@ -146,6 +148,21 @@ Functions documentation
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| *[in]* **farVal** far clipping planes
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| *[out]* **dest** result matrix
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.. c:function:: void glm_perspective_infinite(float fovy, float aspect, float nearZ, mat4 dest)
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| set up perspective projection matrix with infinite far plane
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The far clipping plane is pushed to infinity. This can improve depth
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precision for distant objects and is required by some rendering techniques
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such as shadow volumes. Dispatches to the appropriate clipspace variant
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based on compile-time configuration (LH/RH, NO/ZO).
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Parameters:
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| *[in]* **fovy** field of view angle (in radians)
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| *[in]* **aspect** aspect ratio ( width / height )
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| *[in]* **nearZ** near clipping plane
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| *[out]* **dest** result matrix
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.. c:function:: void glm_persp_move_far(mat4 proj, float deltaFar)
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| extend perspective projection matrix's far distance
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@@ -165,6 +182,20 @@ Functions documentation
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| *[in]* **aspect** aspect aspect ratio ( width / height )
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| *[out]* **dest** result matrix
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.. c:function:: void glm_perspective_default_infinite(float aspect, mat4 dest)
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| set up infinite perspective projection matrix with default near
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and angle values
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Equivalent to calling :c:func:`glm_perspective_infinite` with
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``fovy = GLM_PI_4`` (45°) and ``nearZ = 0.01``. Useful as a
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quick drop-in when you need an infinite projection without tuning
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the individual parameters.
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Parameters:
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| *[in]* **aspect** aspect ratio ( width / height )
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| *[out]* **dest** result matrix
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.. c:function:: void glm_perspective_resize(float aspect, mat4 proj)
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| resize perspective matrix by aspect ratio ( width / height )
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