Cleanup formatting, comment.
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@@ -96,9 +96,8 @@ void RageVec3TransformNormal( RageVector3* pOut, const RageVector3* pV, const Ra
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void RageVec4TransformCoord( RageVector4* pOut, const RageVector4* pV, const RageMatrix* pM )
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{
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#if defined(USE_VECLIB)
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// (M^t * v)^t = v^t * M
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cblas_sgemv(CblasRowMajor, CblasTrans, 4, 4, 1, &pM->m00, 4, &pV->x, 1,
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0, &pOut->x, 1);
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// (M^t . v)^t = v^t . M
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cblas_sgemv( CblasRowMajor, CblasTrans, 4, 4, 1, &pM->m00, 4, &pV->x, 1, 0, &pOut->x, 1 );
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#else
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const RageMatrix &a = *pM;
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const RageVector4 &v = *pV;
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@@ -141,8 +140,7 @@ RageMatrix RageMatrix::GetTranspose() const
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void RageMatrixMultiply( RageMatrix* pOut, const RageMatrix* pA, const RageMatrix* pB )
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{
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#if defined(USE_VECLIB)
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cblas_sgemm(CblasRowMajor, CblasNoTrans, CblasNoTrans, 4, 4, 4, 1,
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&pB->m00, 4, &pA->m00, 4, 0, &pOut->m00, 4);
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cblas_sgemm( CblasRowMajor, CblasNoTrans, CblasNoTrans, 4, 4, 4, 1, &pB->m00, 4, &pA->m00, 4, 0, &pOut->m00, 4);
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#else
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//#if defined(_WINDOWS) || defined(_XBOX)
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// // <30 cycles for theirs versus >100 for ours.
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