Remove the _no variants of reversed perspective.
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@ -735,33 +735,6 @@ pub fn infinite_perspective_rh_zo<N: RealField>(aspect: N, fovy: N, near: N) ->
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mat
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}
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/// Creates a matrix for a right hand perspective-view frustum with a reversed depth range of -1 to 1.
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///
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/// # Parameters
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///
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/// * `fovy` - Field of view, in radians
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/// * `aspect` - Ratio of viewport width to height (width/height)
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/// * `near` - Distance from the viewer to the near clipping plane
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/// * `far` - Distance from the viewer to the far clipping plane
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///
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/// # Important note
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/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
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pub fn reversed_perspective_rh_no<N: RealField>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
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let one = N::one();
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let two: N = crate::convert(2.0);
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let mut mat = TMat4::zeros();
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let tan_half_fovy = (fovy / two).tan();
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mat[(0, 0)] = one / (aspect * tan_half_fovy);
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mat[(1, 1)] = one / tan_half_fovy;
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mat[(2, 2)] = (far + near) / (far - near) - one;
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mat[(2, 3)] = (two * far * near) / (far - near);
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mat[(3, 2)] = -one;
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mat
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}
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/// Creates a matrix for a right hand perspective-view frustum with a reversed depth range of 0 to 1.
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///
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/// # Parameters
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@ -773,6 +746,7 @@ pub fn reversed_perspective_rh_no<N: RealField>(aspect: N, fovy: N, near: N, far
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///
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/// # Important note
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/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
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// NOTE: The variants `_no` of reversed perspective are not useful.
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pub fn reversed_perspective_rh_zo<N: RealField>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
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let one = N::one();
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let two = crate::convert(2.0);
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@ -789,28 +763,6 @@ pub fn reversed_perspective_rh_zo<N: RealField>(aspect: N, fovy: N, near: N, far
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mat
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}
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/// Build an infinite perspective projection matrix with a reversed [-1, 1] depth range.
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///
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/// # Parameters
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///
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/// * `fovy` - Field of view, in radians
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/// * `aspect` - Ratio of viewport width to height (width/height)
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/// * `near` - Distance from the viewer to the near clipping plane
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///
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/// # Important note
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/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
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pub fn reversed_infinite_perspective_rh_no<N: RealField>(aspect: N, fovy: N, near: N) -> TMat4<N> {
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let f = N::one() / (fovy * na::convert(0.5)).tan();
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let mut mat = TMat4::zeros();
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mat[(0, 0)] = f / aspect;
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mat[(1, 1)] = f;
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mat[(2, 3)] = near * crate::convert(2.0);
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mat[(3, 2)] = -N::one();
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mat
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}
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/// Build an infinite perspective projection matrix with a reversed [0, 1] depth range.
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///
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/// # Parameters
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@ -822,6 +774,7 @@ pub fn reversed_infinite_perspective_rh_no<N: RealField>(aspect: N, fovy: N, nea
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/// # Important note
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/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
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// Credit: https://discourse.nphysics.org/t/reversed-z-and-infinite-zfar-in-projections/341/2
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// NOTE: The variants `_no` of reversed perspective are not useful.
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pub fn reversed_infinite_perspective_rh_zo<N: RealField>(aspect: N, fovy: N, near: N) -> TMat4<N> {
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let f = N::one() / (fovy * na::convert(0.5)).tan();
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let mut mat = TMat4::zeros();
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