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Fix prefix
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2 changed files with 3 additions and 3 deletions
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@ -194,7 +194,7 @@ void draw()
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S3L_Vec4 screenPoint;
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S3L_Vec4 screenPoint;
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project3DPointToScreen(teleportPoint,scene.camera,&screenPoint);
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S3L_project3DPointToScreen(teleportPoint,scene.camera,&screenPoint);
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if (screenPoint.w > 0 &&
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if (screenPoint.w > 0 &&
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screenPoint.x >= 0 && screenPoint.x < S3L_resolutionX &&
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screenPoint.x >= 0 && screenPoint.x < S3L_resolutionX &&
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@ -635,7 +635,7 @@ S3L_Unit S3L_sqrt(S3L_Unit value);
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can be useful e.g. for drawing sprites. The w component of input and result
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can be useful e.g. for drawing sprites. The w component of input and result
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holds the point size. If this size is 0 in the result, the sprite is outside
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holds the point size. If this size is 0 in the result, the sprite is outside
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the view. */
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the view. */
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void project3DPointToScreen(
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void S3L_project3DPointToScreen(
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S3L_Vec4 point,
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S3L_Vec4 point,
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S3L_Camera camera,
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S3L_Camera camera,
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S3L_Vec4 *result);
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S3L_Vec4 *result);
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@ -1625,7 +1625,7 @@ static inline void S3L_perspectiveDivide(S3L_Vec4 *vector,
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vector->y = (vector->y * focalLength) / vector->z;
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vector->y = (vector->y * focalLength) / vector->z;
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}
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}
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void project3DPointToScreen(
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void S3L_project3DPointToScreen(
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S3L_Vec4 point,
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S3L_Vec4 point,
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S3L_Camera camera,
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S3L_Camera camera,
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S3L_Vec4 *result)
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S3L_Vec4 *result)
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