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I didn't write my own inverse function; I got it from this SO question this SO question.

I didn't write my own inverse function; I got it from this SO question.

I didn't write my own inverse function; I got it from this SO question.

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You can see the vec3fscalar here here.

You can see the vec3fscalar here.

You can see the vec3fscalar here.

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Jamal
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I am trying to create a simple library for cC to handle openglOpenGL matrix operations.

p.s. II didn't write my own inverse function,function; I got it from this so question: http://stackoverflow.com/a/1148405this SO question .

I really hope that I can get some good help with this because matrix math is difficult enough w/o translating it to code. AnyAre there any functions that I am missing? I would like to avoid adding functions just to have them there unless they'll be useful for rendering pipeline which fits nicely in the 4x4 square matrix.

Also, please no comments about rolling up or using loops.

I am trying to create a simple library for c to handle opengl matrix operations.

p.s. I didn't write my own inverse function, I got it from this so question: http://stackoverflow.com/a/1148405

I really hope that I can get some good help with this because matrix math is difficult enough w/o translating it to code. Any functions that I am missing? I would like to avoid adding functions just to have them there unless they'll be useful for rendering pipeline which fits nicely in the 4x4 square matrix.

Also please no comments about rolling up or using loops.

I am trying to create a simple library for C to handle OpenGL matrix operations.

I didn't write my own inverse function; I got it from this SO question .

I really hope that I can get some good help with this because matrix math is difficult enough w/o translating it to code. Are there any functions that I am missing? I would like to avoid adding functions just to have them there unless they'll be useful for rendering pipeline which fits nicely in the 4x4 square matrix.

Also, please no comments about rolling up or using loops.

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jacwah
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Ethan Bierlein
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