Comments: hints for perspective functions
Note which GL functions these are equivalent to.
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@ -3763,6 +3763,9 @@ void interp_barycentric_tri_v3(float data[3][3], float u, float v, float res[3])
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/***************************** View & Projection *****************************/
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/**
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* Matches `glOrtho` result.
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*/
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void orthographic_m4(float matrix[4][4], const float left, const float right, const float bottom, const float top,
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const float nearClip, const float farClip)
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{
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@ -3783,6 +3786,9 @@ void orthographic_m4(float matrix[4][4], const float left, const float right, co
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matrix[3][2] = -(farClip + nearClip) / Zdelta;
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}
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/**
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* Matches `glFrustum` result.
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*/
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void perspective_m4(float mat[4][4], const float left, const float right, const float bottom, const float top,
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const float nearClip, const float farClip)
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{
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