cleanup
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@@ -313,7 +313,7 @@ public:
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// Right multiply the current matrix with the computed scale
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// Right multiply the current matrix with the computed scale
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// matrix. (transformation is about the current world origin)
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// matrix. (transformation is about the current world origin)
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void Scale( float x, float y, float z)
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void Scale( float x, float y, float z )
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{
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{
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RageMatrix m;
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RageMatrix m;
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RageMatrixScaling( &m, x, y, z );
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RageMatrixScaling( &m, x, y, z );
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@@ -322,7 +322,7 @@ public:
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// Left multiply the current matrix with the computed scale
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// Left multiply the current matrix with the computed scale
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// matrix. (transformation is about the local origin of the object)
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// matrix. (transformation is about the local origin of the object)
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void ScaleLocal( float x, float y, float z)
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void ScaleLocal( float x, float y, float z )
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{
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{
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RageMatrix m;
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RageMatrix m;
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RageMatrixScaling( &m, x, y, z );
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RageMatrixScaling( &m, x, y, z );
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@@ -331,7 +331,7 @@ public:
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// Right multiply the current matrix with the computed translation
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// Right multiply the current matrix with the computed translation
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// matrix. (transformation is about the current world origin)
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// matrix. (transformation is about the current world origin)
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void Translate( float x, float y, float z)
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void Translate( float x, float y, float z )
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{
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{
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RageMatrix m;
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RageMatrix m;
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RageMatrixTranslation( &m, x, y, z );
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RageMatrixTranslation( &m, x, y, z );
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@@ -340,7 +340,7 @@ public:
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// Left multiply the current matrix with the computed translation
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// Left multiply the current matrix with the computed translation
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// matrix. (transformation is about the local origin of the object)
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// matrix. (transformation is about the local origin of the object)
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void TranslateLocal( float x, float y, float z)
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void TranslateLocal( float x, float y, float z )
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{
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{
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RageMatrix m;
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RageMatrix m;
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RageMatrixTranslation( &m, x, y, z );
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RageMatrixTranslation( &m, x, y, z );
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