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Fixing ColPoints again
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@ -256,8 +256,8 @@ CMatrix &Invert(const CMatrix &src, CMatrix &dst);
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CVector operator*(const CMatrix &mat, const CVector &vec);
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CMatrix operator*(const CMatrix &m1, const CMatrix &m2);
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CVector MultiplyInverse(const CMatrix &mat, const CVector &vec);
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CVector Multiply3x3(const CMatrix &mat, const CVector &vec);
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CVector Multiply3x3(const CVector &vec, const CMatrix &mat);
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const CVector Multiply3x3(const CMatrix &mat, const CVector &vec);
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const CVector Multiply3x3(const CVector &vec, const CMatrix &mat);
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inline CMatrix
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Invert(const CMatrix &matrix)
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@ -136,7 +136,7 @@ MultiplyInverse(const CMatrix &mat, const CVector &vec)
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mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z);
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}
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CVector
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const CVector
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Multiply3x3(const CMatrix &mat, const CVector &vec)
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{
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return CVector(
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@ -145,7 +145,7 @@ Multiply3x3(const CMatrix &mat, const CVector &vec)
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mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z);
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}
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CVector
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const CVector
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Multiply3x3(const CVector &vec, const CMatrix &mat)
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{
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return CVector(
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