Resolved issue #4, added GLM_GTX_rotate_normalized_axis
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@@ -87,7 +87,7 @@ namespace glm
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///
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/// @param m Input matrix multiplied by this rotation matrix.
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/// @param angle Rotation angle expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
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/// @param axis Rotation axis, recommanded to be normalized.
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/// @param axis Rotation axis.
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see gtx_transform
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@@ -51,7 +51,7 @@ namespace glm
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#ifdef GLM_FORCE_RADIANS
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T a = angle;
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#else
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T a = radians(angle);
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T a = radians(angle);
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#endif
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T c = cos(a);
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T s = sin(a);
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@@ -192,11 +192,11 @@ namespace detail
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detail::tquat<T> inverse(
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detail::tquat<T> const & q);
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/// Rotates a quaternion from an vector of 3 components axis and an angle.
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/// Rotates a quaternion from a vector of 3 components axis and an angle.
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///
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/// @param q Source orientation
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/// @param angle Angle expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
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/// @param axis Axis of the rotation, must be normalized.
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/// @param axis Axis of the rotation
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///
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/// @see gtc_quaternion
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template <typename T>
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