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docs: Documentation fixes for CoglMatrix
Clean up the references, the docbook tags, and the style to fit in with the rest of the API references for Cogl and Clutter.
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@ -33,8 +33,7 @@ G_BEGIN_DECLS
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/**
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* SECTION:cogl-matrix
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* @short_description: Fuctions for initializing and manipulating 4x4
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* matrices.
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* @short_description: Fuctions for initializing and manipulating 4x4 matrices
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*
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* Matrices are used in Cogl to describe affine model-view transforms, texture
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* transforms, and projective transforms. This exposes a utility API that can
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@ -112,12 +111,13 @@ struct _CoglMatrix
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* @matrix: A 4x4 transformation matrix
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*
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* Resets matrix to the identity matrix:
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* <programlisting>
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* .xx=1; .xy=0; .xz=0; .xw=0;
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* .yx=0; .yy=1; .yz=0; .yw=0;
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* .zx=0; .zy=0; .zz=1; .zw=0;
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* .wx=0; .wy=0; .wz=0; .ww=1;
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* </programlisting>
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*
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* |[
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* .xx=1; .xy=0; .xz=0; .xw=0;
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* .yx=0; .yy=1; .yz=0; .yw=0;
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* .zx=0; .zy=0; .zz=1; .zw=0;
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* .wx=0; .wy=0; .wz=0; .ww=1;
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* ]|
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*/
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void cogl_matrix_init_identity (CoglMatrix *matrix);
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@ -127,8 +127,8 @@ void cogl_matrix_init_identity (CoglMatrix *matrix);
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* @a: A 4x4 transformation matrix
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* @b: A 4x4 transformation matrix
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*
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* This function multiples the two supplied matricies together and stores
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* the result in @result
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* Multiplies the two supplied matrices together and stores
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* the resulting matrix inside @result
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*/
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void cogl_matrix_multiply (CoglMatrix *result,
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const CoglMatrix *a,
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@ -142,8 +142,8 @@ void cogl_matrix_multiply (CoglMatrix *result,
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* @y: Y component of your rotation vector
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* @z: Z component of your rotation vector
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*
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* This function multiples your matrix with a rotation matrix that applies
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* a rotation of #angle degrees around the specified 3D vector.
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* Multiplies @matrix with a rotation matrix that applies a rotation
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* of @angle degrees around the specified 3D vector.
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*/
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void cogl_matrix_rotate (CoglMatrix *matrix,
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float angle,
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@ -157,8 +157,8 @@ void cogl_matrix_rotate (CoglMatrix *matrix,
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* @y: The Y translation you want to apply
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* @z: The Z translation you want to apply
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*
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* This function multiples your matrix with a transform matrix that translates
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* along the X, Y and Z axis.
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* Multiplies @matrix with a transform matrix that translates along
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* the X, Y and Z axis.
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*/
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void cogl_matrix_translate (CoglMatrix *matrix,
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float x,
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@ -172,8 +172,8 @@ void cogl_matrix_translate (CoglMatrix *matrix,
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* @sy: The Y scale factor
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* @sz: The Z scale factor
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*
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* This function multiples your matrix with a transform matrix that scales
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* along the X, Y and Z axis.
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* Multiplies @matrix with a transform matrix that scales along the X,
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* Y and Z axis.
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*/
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void cogl_matrix_scale (CoglMatrix *matrix,
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float sx,
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@ -190,7 +190,7 @@ void cogl_matrix_scale (CoglMatrix *matrix,
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* @z_near: positive distance to near depth clipping plane
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* @z_far: positive distance to far depth clipping plane
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*
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* Multiplies the matrix by the given frustum perspective matrix.
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* Multiplies @matrix by the given frustum perspective matrix.
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*/
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void cogl_matrix_frustum (CoglMatrix *matrix,
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float left,
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@ -205,23 +205,23 @@ void cogl_matrix_frustum (CoglMatrix *matrix,
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* @matrix: A 4x4 transformation matrix
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* @fov_y: A field of view angle for the Y axis
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* @aspect: The ratio of width to height determining the field of view angle
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* for the x axis.
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* @z_near: The distance to the near clip plane.
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* Never pass 0 and always pass a positive number.
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* for the x axis.
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* @z_near: The distance to the near clip plane. Never pass 0 and always pass
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* a positive number.
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* @z_far: The distance to the far clip plane. (Should always be positive)
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*
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* Multiplies the matrix by the described perspective matrix
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* Multiplies @matrix by the described perspective matrix
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*
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* Note: you should be careful not to have to great a @z_far / @z_near ratio
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* <note>You should be careful not to have to great a @z_far / @z_near ratio
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* since that will reduce the effectiveness of depth testing since there wont
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* be enough precision to identify the depth of objects near to each other.
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* be enough precision to identify the depth of objects near to each
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* other.</note>
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*/
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void
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cogl_matrix_perspective (CoglMatrix *matrix,
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float fov_y,
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float aspect,
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float z_near,
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float z_far);
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void cogl_matrix_perspective (CoglMatrix *matrix,
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float fov_y,
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float aspect,
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float z_near,
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float z_far);
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/**
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* cogl_matrix_ortho:
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@ -231,36 +231,35 @@ cogl_matrix_perspective (CoglMatrix *matrix,
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* @bottom: The coordinate for the bottom clipping plane
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* @top: The coordinate for the top clipping plane
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* @z_near: The coordinate for the near clipping plane (may be negative if
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* the plane is behind the viewer)
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* the plane is behind the viewer)
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* @z_far: The coordinate for the far clipping plane (may be negative if
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* the plane is behind the viewer)
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* the plane is behind the viewer)
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*
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* Multiples the matrix by a parallel projection matrix.
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* Multiplies @matrix by a parallel projection matrix.
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*/
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void
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cogl_matrix_ortho (CoglMatrix *matrix,
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float left,
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float right,
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float bottom,
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float top,
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float z_near,
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float z_far);
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void cogl_matrix_ortho (CoglMatrix *matrix,
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float left,
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float right,
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float bottom,
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float top,
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float z_near,
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float z_far);
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/**
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* cogl_matrix_init_from_array:
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* @matrix: A 4x4 transformation matrix
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* @array: A linear array of 16 floats (column-major order)
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*
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* This initialises @matrix with the contents of @array
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* Initializes @matrix with the contents of @array
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*/
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void cogl_matrix_init_from_array (CoglMatrix *matrix, const float *array);
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void cogl_matrix_init_from_array (CoglMatrix *matrix,
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const float *array);
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/**
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* cogl_matrix_get_array:
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* @matrix: A 4x4 transformation matrix
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*
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* This casts a CoglMatrix to a float array which can be directly passed to
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* OpenGL.
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* Casts @matrix to a float array which can be directly passed to OpenGL.
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*
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* Return value: a pointer to the float array
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*/
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@ -269,41 +268,42 @@ G_CONST_RETURN float *cogl_matrix_get_array (const CoglMatrix *matrix);
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/**
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* cogl_matrix_get_inverse:
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* @matrix: A 4x4 transformation matrix
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* @inverse: The destination for a 4x4 inverse transformation matrix
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* @inverse: (out): The destination for a 4x4 inverse transformation matrix
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*
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* This gets the inverse transform of a given matrix and uses it to initialize
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* a new CoglMatrix.
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* Gets the inverse transform of a given matrix and uses it to initialize
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* a new #CoglMatrix.
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*
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* Note: that although the first parameter is annotated as const to indicate
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* <note>Although the first parameter is annotated as const to indicate
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* that the transform it represents isn't modified this function may
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* technically save a copy of the inverse transform within the given CoglMatrix
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* so that subsequent requests for the inverse transform may avoid costly
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* inversion calculations.
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* technically save a copy of the inverse transform within the given
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* #CoglMatrix so that subsequent requests for the inverse transform may
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* avoid costly inversion calculations.</note>
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*
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* Returns TRUE if the inverse was successfully calculated or FALSE for
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* degenerate transformations that can't be inverted (in this case the matrix
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* will simply be initialized with the identity matrix)
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* Return value: %TRUE if the inverse was successfully calculated or %FALSE
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* for degenerate transformations that can't be inverted (in this case the
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* @inverse matrix will simply be initialized with the identity matrix)
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*
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* Since: 1.2
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*/
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gboolean
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cogl_matrix_get_inverse (const CoglMatrix *matrix, CoglMatrix *inverse);
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gboolean cogl_matrix_get_inverse (const CoglMatrix *matrix,
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CoglMatrix *inverse);
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/**
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* cogl_matrix_transform_point:
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* @matrix: A 4x4 transformation matrix
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* @x: The X component of your points position [in:out]
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* @y: The Y component of your points position [in:out]
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* @z: The Z component of your points position [in:out]
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* @w: The W component of your points position [in:out]
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* @x: (in-out): The X component of your points position
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* @y: (in-out): The Y component of your points position
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* @z: (in-out): The Z component of your points position
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* @w: (in-out): The W component of your points position
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*
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* This transforms a point whos position is given and returned
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* as four float components.
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* Transforms a point whos position is given and returned as four float
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* components.
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*/
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void
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cogl_matrix_transform_point (const CoglMatrix *matrix,
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float *x,
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float *y,
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float *z,
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float *w);
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void cogl_matrix_transform_point (const CoglMatrix *matrix,
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float *x,
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float *y,
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float *z,
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float *w);
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G_END_DECLS
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