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huge improvement
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@@ -7,17 +7,17 @@
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#include <print>
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#include <omath/engines/OpenGL.hpp>
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#include <omath/engines/Source.hpp>
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#include <glm/glm.hpp>
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// #include <glm/glm.hpp>
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#include "glm/ext/matrix_clip_space.hpp"
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#include "glm/ext/matrix_transform.hpp"
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// #include "glm/ext/matrix_clip_space.hpp"
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// #include "glm/ext/matrix_transform.hpp"
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TEST(UnitTestOpenGL, Projection)
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{
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const auto proj_glm = glm::perspective(glm::radians(90.f), 16.f / 9.f, 0.1f, 1000.f);
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const auto proj_glm2 = glm::perspectiveLH_NO(glm::radians(90.f), 16.f / 9.f, 0.1f, 1000.f);
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/*const auto proj_glm = glm::perspective(glm::radians(90.f), 16.f / 9.f, 0.1f, 1000.f);
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// const auto proj_glm2 = glm::perspectiveLH_NO(glm::radians(90.f), 16.f / 9.f, 0.1f, 1000.f);
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// const auto proj_omath = omath::Mat<4, 4, float, omath::MatStoreType::COLUMN_MAJOR>((const float*)&proj_glm);
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// EXPECT_EQ(omath::opengl::PerspectiveProjectionMatrix(90, 16.f / 9.f, 0.1f, 1000.f), proj_omath);
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@@ -34,7 +34,7 @@ TEST(UnitTestOpenGL, Projection)
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//auto ndc_omath = proj_omath * cords_omath;
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// ndc_omath /= ndc_omath.At(3, 0);
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*/
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}
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TEST(UnitTestOpenGL, Projection2)
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{
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