Fixed bug #161, perspectiveFov was written with a left handed coord system.
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@ -261,8 +261,8 @@ namespace glm
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Result[0][0] = w;
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Result[1][1] = h;
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Result[2][2] = (zFar + zNear) / (zFar - zNear);
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Result[2][3] = valType(1);
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Result[3][2] = -(valType(2) * zFar * zNear) / (zFar - zNear);
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Result[2][3] = -valType(1);
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Result[3][2] = (valType(2) * zFar * zNear) / (zFar - zNear);
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return Result;
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}
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