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Render_mode cull_back,diffuse_burley,specular_schlick_ggx, blend_mix GODOT 3.1.1 is required, because 3.1 has a depth buffer bug!
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: Glm:: mat4 Model = glm::scale(glm:: mat4(1.0f), glm:: vec3(0.Copyright (c) 2019 UnionBytes, Achim Menzel (alias AiYori) Glm:: mat4 camera( float Translate, glm:: vec2 const & Rotate) #include // glm::translate, glm::rotate, glm::scale, glm::perspective.Thanks for contributing to the project by submitting issues for bug reports and feature requests.
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The source code and the documentation, including this manual, are licensed under the Happy Bunny License (Modified MIT) or the MIT License.
#Vec2 pack download manual#
It is a platform independent library with no dependence and it officially supports the following compilers:įor more information about GLM, please have a look at the manual and the API reference documentation.

