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set matrix math to use f64 instead of double
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@ -58,9 +58,9 @@ pub extern fn MatrixRotateY(angle: f32) Matrix;
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pub extern fn MatrixRotateZ(angle: f32) Matrix;
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pub extern fn MatrixScale(x: f32, y: f32, z: f32) Matrix;
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pub extern fn MatrixMultiply(left: Matrix, right: Matrix) Matrix;
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pub extern fn MatrixFrustum(left: double, right: double, bottom: double, top: double, near: double, far: double) Matrix;
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pub extern fn MatrixPerspective(fovy: double, aspect: double, near: double, far: double) Matrix;
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pub extern fn MatrixOrtho(left: double, right: double, bottom: double, top: double, near: double, far: double) Matrix;
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pub extern fn MatrixFrustum(left: f64, right: f64, bottom: f64, top: f64, near: f64, far: f64) Matrix;
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pub extern fn MatrixPerspective(fovy: f64, aspect: f64, near: f64, far: f64) Matrix;
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pub extern fn MatrixOrtho(left: f64, right: f64, bottom: f64, top: f64, near: f64, far: f64) Matrix;
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pub extern fn MatrixLookAt(eye: Vector3, target: Vector3, up: Vector3) Matrix;
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pub extern fn MatrixToFloatV(mat: Matrix) float16;
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pub extern fn QuaternionIdentity() Quaternion;
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