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@@ -12,29 +12,29 @@
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int test_rotate()
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{
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- int Error = 0;
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-
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- glm::vec2 A = glm::rotate(glm::vec2(1, 0), 90.f);
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+ int Error = 0;
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- glm::vec3 B = glm::rotate(glm::vec3(1, 0, 0), 90.f, glm::vec3(0, 0, 1));
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+ glm::vec2 A = glm::rotate(glm::vec2(1, 0), 90.f);
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- glm::vec4 C = glm::rotate(glm::vec4(1, 0, 0, 1), 90.f, glm::vec3(0, 0, 1));
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+ glm::vec3 B = glm::rotate(glm::vec3(1, 0, 0), 90.f, glm::vec3(0, 0, 1));
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- glm::vec3 D = glm::rotateX(glm::vec3(1, 0, 0), 90.f);
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+ glm::vec4 C = glm::rotate(glm::vec4(1, 0, 0, 1), 90.f, glm::vec3(0, 0, 1));
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- glm::vec4 E = glm::rotateX(glm::vec4(1, 0, 0, 1), 90.f);
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-
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- glm::vec3 F = glm::rotateY(glm::vec3(1, 0, 0), 90.f);
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+ glm::vec3 D = glm::rotateX(glm::vec3(1, 0, 0), 90.f);
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- glm::vec4 G = glm::rotateY(glm::vec4(1, 0, 0, 1), 90.f);
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-
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- glm::vec3 H = glm::rotateZ(glm::vec3(1, 0, 0), 90.f);
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+ glm::vec4 E = glm::rotateX(glm::vec4(1, 0, 0, 1), 90.f);
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- glm::vec4 I = glm::rotateZ(glm::vec4(1, 0, 0,1 ), 90.f);
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-
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- glm::mat4 O = glm::orientation(glm::normalize(glm::vec3(1)), glm::vec3(0, 0, 1));
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-
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- return Error;
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+ glm::vec3 F = glm::rotateY(glm::vec3(1, 0, 0), 90.f);
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+
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+ glm::vec4 G = glm::rotateY(glm::vec4(1, 0, 0, 1), 90.f);
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+
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+ glm::vec3 H = glm::rotateZ(glm::vec3(1, 0, 0), 90.f);
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+
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+ glm::vec4 I = glm::rotateZ(glm::vec4(1, 0, 0,1 ), 90.f);
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+
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+ glm::mat4 O = glm::orientation(glm::normalize(glm::vec3(1)), glm::vec3(0, 0, 1));
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+
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+ return Error;
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}
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int test_rotateX()
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