More compile options docs
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This must be used with care! This is actually the recommended method to convert between homogeneous transformations generated by `nalgebra-glm` and
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specific transformation types from **nalgebra** like `Isometry3`. Just be careful you know your conversions make sense.
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### Compile Features/Options
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There are a few compile features that alters the default behaviour of some functions. The current set of compile options includes:
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* opengl_projection
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* vulkan_projection
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* directx_projection
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* projection_y_flip
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* left_hand_default
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* right_hand_default
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* zero_to_one_clip_default
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* negone_to_one_clip_default
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The default is to compile with the `opengl_projection` feature enabled
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#### opengl_projection
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This is a "macro" feature that exists as an alias to `right_hand_default` and
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`negone_to_one_clip_default`
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#### vulkan_projection
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This is a "macro" feature that exists as an alias to `right_hand_default`,
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`zero_to_one_clip_default` and `projection_y_flip`
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#### directx_projection
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This is a "macro" feature that exists as an alias to `left_hand_default` and
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`zero_to_one_clip_default`
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#### projection_y_flip
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Applies an implicit `mat[(1,1)] *= -1` to all projection matrices created through the
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nalgebra-glm interface. This feature should be enabled when using Vulkan so the generated
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matrices conform to Vulkan's NDC (normalized device coordinates).
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#### left_hand_default / right_hand_default
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These two options are used to change the default handedness of the coordinate system the library
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will use. Depending on which option is set it would cause a function like `ortho` to switch
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between using `ortho_rh` and `ortho_lh`.
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DO NOT set both of these options at the same time. There is no guarantee that all functions will
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follow the same convention if you were to do so
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#### zero_to_one_clip_default / negone_to_one_clip_default
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These options are used to change the default depth range for projection matrices generated by
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the nalgebra-glm interface. Depending on which option is set functions like `ortho` will
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statically switch between calling `ortho_zo` and `ortho_no`.
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DO NOT set both of these options at the same time. There is no guarantee that all functions will
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follow the same convention if you were to do so
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#### Functions Affected
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* [`perspective`](fn.perspective.html)
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* [`perspective_no`](fn.perspective_no.html)
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* [`perspective_zo`](fn.perspective_zo.html)
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* [`perspective_rh`](fn.perspective_rh.html)
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* [`perspective_lh`](fn.perspective_lh.html)
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* [`perspective_fov`](fn.perspective_fov.html)
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* [`perspective_fov_no`](fn.perspective_fov_no.html)
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* [`perspective_fov_zo`](fn.perspective_fov_zo.html)
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* [`perspective_fov_rh`](fn.perspective_fov_rh.html)
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* [`perspective_fov_lh`](fn.perspective_fov_lh.html)
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* [`ortho`](fn.ortho.html)
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* [`ortho_no`](fn.ortho_no.html)
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* [`ortho_zo`](fn.ortho_zo.html)
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* [`ortho_rh`](fn.ortho_rh.html)
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* [`ortho_lh`](fn.ortho_lh.html)
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* [`project`](fn.project.html)
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* [`unproject`](fn.unproject.html)
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* [`look_at`](fn.look_at.html)
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* [`quat_look_at`](fn.quat_look_at.html)
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### Should I use nalgebra or nalgebra-glm?
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Well that depends on your tastes and your background. **nalgebra** is more powerful overall since it allows stronger typing,
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and goes much further than simple computer graphics math. However, has a bit of a learning curve for
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