Improved linearRand: support precision and integers (#230)
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@@ -18,6 +18,25 @@ int test_linearRand()
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{
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int Error = 0;
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{
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glm::i8vec2 A = glm::linearRand(glm::i8vec2(16), glm::i8vec2(32));
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glm::i16vec2 B = glm::linearRand(glm::i16vec2(16), glm::i16vec2(32));
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glm::i32vec2 C = glm::linearRand(glm::i32vec2(16), glm::i32vec2(32));
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glm::i64vec2 D = glm::linearRand(glm::i64vec2(16), glm::i64vec2(32));
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}
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{
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glm::u8vec2 A = glm::linearRand(glm::u8vec2(16), glm::u8vec2(32));
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glm::u16vec2 B = glm::linearRand(glm::u16vec2(16), glm::u16vec2(32));
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glm::u32vec2 C = glm::linearRand(glm::u32vec2(16), glm::u32vec2(32));
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glm::u64vec2 D = glm::linearRand(glm::u64vec2(16), glm::u64vec2(32));
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}
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{
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glm::f32vec2 A = glm::linearRand(glm::f32vec2(16), glm::f32vec2(32));
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glm::f64vec2 B = glm::linearRand(glm::f64vec2(16), glm::f64vec2(32));
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}
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{
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float ResultFloat = 0.0f;
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double ResultDouble = 0.0f;
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