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@@ -191,28 +191,28 @@ namespace floatBitsToInt
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float A = 1.0f;
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int B = glm::floatBitsToInt(A);
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float C = glm::intBitsToFloat(B);
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- Error += A == C ? 0 : 1;
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+ Error += glm::epsilonEqual(A, C, 0.0001f) ? 0 : 1;
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}
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{
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glm::vec2 A(1.0f, 2.0f);
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glm::ivec2 B = glm::floatBitsToInt(A);
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glm::vec2 C = glm::intBitsToFloat(B);
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- Error += A == C? 0 : 1;
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+ Error += glm::epsilonEqual(A, C, 0.0001f) ? 0 : 1;
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}
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{
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glm::vec3 A(1.0f, 2.0f, 3.0f);
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glm::ivec3 B = glm::floatBitsToInt(A);
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glm::vec3 C = glm::intBitsToFloat(B);
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- Error += A == C? 0 : 1;
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+ Error += glm::epsilonEqual(A, C, 0.0001f) ? 0 : 1;
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}
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{
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glm::vec4 A(1.0f, 2.0f, 3.0f, 4.0f);
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glm::ivec4 B = glm::floatBitsToInt(A);
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glm::vec4 C = glm::intBitsToFloat(B);
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- Error += A == C? 0 : 1;
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+ Error += glm::epsilonEqual(A, C, 0.0001f) ? 0 : 1;
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}
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return Error;
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@@ -229,28 +229,28 @@ namespace floatBitsToUint
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float A = 1.0f;
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glm::uint B = glm::floatBitsToUint(A);
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float C = glm::intBitsToFloat(B);
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- Error += A == C? 0 : 1;
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+ Error += glm::epsilonEqual(A, C, 0.0001f) ? 0 : 1;
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}
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{
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glm::vec2 A(1.0f, 2.0f);
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glm::uvec2 B = glm::floatBitsToUint(A);
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glm::vec2 C = glm::uintBitsToFloat(B);
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- Error += A == C ? 0 : 1;
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+ Error += glm::epsilonEqual(A, C, 0.0001f) ? 0 : 1;
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}
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{
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glm::vec3 A(1.0f, 2.0f, 3.0f);
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glm::uvec3 B = glm::floatBitsToUint(A);
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glm::vec3 C = glm::uintBitsToFloat(B);
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- Error += A == C? 0 : 1;
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+ Error += glm::epsilonEqual(A, C, 0.0001f) ? 0 : 1;
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}
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{
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glm::vec4 A(1.0f, 2.0f, 3.0f, 4.0f);
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glm::uvec4 B = glm::floatBitsToUint(A);
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glm::vec4 C = glm::uintBitsToFloat(B);
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- Error += A == C? 0 : 1;
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+ Error += glm::epsilonEqual(A, C, 0.0001f) ? 0 : 1;
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}
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return Error;
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@@ -550,36 +550,36 @@ namespace round_
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{
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float A = glm::round(0.0f);
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- Error += A == 0.0f ? 0 : 1;
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+ Error += glm::epsilonEqual(A, 0.0f, glm::epsilon<float>() ? 0 : 1;
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float B = glm::round(0.5f);
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- Error += B == 1.0f ? 0 : 1;
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+ Error += glm::epsilonEqual(B, 1.0f, glm::epsilon<float>() ? 0 : 1;
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float C = glm::round(1.0f);
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- Error += C == 1.0f ? 0 : 1;
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+ Error += glm::epsilonEqual(C, 1.0f, glm::epsilon<float>() ? 0 : 1;
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float D = glm::round(0.1f);
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- Error += D == 0.0f ? 0 : 1;
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+ Error += glm::epsilonEqual(D, 0.0f, glm::epsilon<float>() ? 0 : 1;
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float E = glm::round(0.9f);
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- Error += E == 1.0f ? 0 : 1;
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+ Error += glm::epsilonEqual(E, 1.0f, glm::epsilon<float>() ? 0 : 1;
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float F = glm::round(1.5f);
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- Error += F == 2.0f ? 0 : 1;
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+ Error += glm::epsilonEqual(F, 2.0f, glm::epsilon<float>() ? 0 : 1;
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float G = glm::round(1.9f);
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- Error += G == 2.0f ? 0 : 1;
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+ Error += glm::epsilonEqual(G, 2.0f, glm::epsilon<float>() ? 0 : 1;
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}
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{
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float A = glm::round(-0.0f);
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- Error += A == 0.0f ? 0 : 1;
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+ Error += glm::epsilonEqual(A, 0.0f, glm::epsilon<float>() ? 0 : 1;
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float B = glm::round(-0.5f);
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- Error += B == -1.0f ? 0 : 1;
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+ Error += glm::epsilonEqual(B, -1.0f, glm::epsilon<float>() ? 0 : 1;
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float C = glm::round(-1.0f);
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- Error += C == -1.0f ? 0 : 1;
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+ Error += glm::epsilonEqual(C, -1.0f, glm::epsilon<float>() ? 0 : 1;
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float D = glm::round(-0.1f);
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- Error += D == 0.0f ? 0 : 1;
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+ Error += glm::epsilonEqual(D, 0.0f, glm::epsilon<float>() ? 0 : 1;
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float E = glm::round(-0.9f);
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- Error += E == -1.0f ? 0 : 1;
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+ Error += glm::epsilonEqual(E, -1.0f, glm::epsilon<float>() ? 0 : 1;
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float F = glm::round(-1.5f);
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- Error += F == -2.0f ? 0 : 1;
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+ Error += glm::epsilonEqual(F, -2.0f, glm::epsilon<float>() ? 0 : 1;
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float G = glm::round(-1.9f);
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- Error += G == -2.0f ? 0 : 1;
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+ Error += glm::epsilonEqual(G, -2.0f, glm::epsilon<float>() ? 0 : 1;
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}
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return Error;
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