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TINYGL: fix typo in name
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@ -184,7 +184,7 @@ void glopFrustum(GLContext *c, GLParam *p) {
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float top = p[4].f;
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float nearp = p[5].f;
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float farp = p[6].f;
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Matrix4 m = Matrix4::frustrum(left, right, bottom, top, nearp, farp);
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Matrix4 m = Matrix4::frustum(left, right, bottom, top, nearp, farp);
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*c->matrix_stack_ptr[c->matrix_mode] *= m;
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@ -277,7 +277,7 @@ void Matrix4::invert() {
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MatrixInverse((float *)this->_m);
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}
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Matrix4 Matrix4::frustrum(float left, float right, float bottom, float top, float nearp, float farp) {
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Matrix4 Matrix4::frustum(float left, float right, float bottom, float top, float nearp, float farp) {
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float x, y, A, B, C, D;
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x = (float)((2.0 * nearp) / (right - left));
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@ -198,7 +198,7 @@ public:
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Matrix4 inverseOrtho() const;
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Matrix4 inverse() const;
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static Matrix4 frustrum(float left, float right, float bottom, float top, float nearp, float farp);
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static Matrix4 frustum(float left, float right, float bottom, float top, float nearp, float farp);
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inline void transform(const Vector3 &vector, Vector3 &out) const {
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out.X = vector.X * _m[0][0] + vector.Y * _m[0][1] + vector.Z * _m[0][2] + _m[0][3];
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