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Make functions static in D3DRM viewport code
Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>
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@ -43,7 +43,7 @@ static void D3DRMMatrixMultiply(D3DRMMATRIX4D out, const D3DRMMATRIX4D a, const
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}
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}
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}
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}
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void D3DRMMatrixInvert(D3DRMMATRIX4D out, const D3DRMMATRIX4D m)
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static void D3DRMMatrixInvert(D3DRMMATRIX4D out, const D3DRMMATRIX4D m)
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{
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{
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for (int i = 0; i < 3; ++i) {
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for (int i = 0; i < 3; ++i) {
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for (int j = 0; j < 3; ++j) {
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for (int j = 0; j < 3; ++j) {
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@ -61,7 +61,7 @@ void D3DRMMatrixInvert(D3DRMMATRIX4D out, const D3DRMMATRIX4D m)
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out[3][2] = -(out[0][2] * t.x + out[1][2] * t.y + out[2][2] * t.z);
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out[3][2] = -(out[0][2] * t.x + out[1][2] * t.y + out[2][2] * t.z);
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}
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}
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void HMM_Perspective_LH_NO(D3DRMMATRIX4D Result, float FOV, float AspectRatio, float Near, float Far)
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static void HMM_Perspective_LH_NO(D3DRMMATRIX4D Result, float FOV, float AspectRatio, float Near, float Far)
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{
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{
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for (int i = 0; i < 4; i++) {
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for (int i = 0; i < 4; i++) {
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std::fill(Result[i], Result[i] + 4, 0.f);
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std::fill(Result[i], Result[i] + 4, 0.f);
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