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@@ -141,7 +141,8 @@ Vec3 Transform::LocalToGlobalDirection(Vec3 local)
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UpdateMatrix();
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float in[4]{local.x, local.y, local.z, 0.0f};
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float out[4]{0.0f};
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bx::vec4MulMtx(out, in, M.M);
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Mat4 test = M.Transpose();
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bx::vec4MulMtx(out, in, test.M);
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return {out[0], out[1], out[2]};
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}
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bx::Vec3 Transform::LocalToGlobalPoint(bx::Vec3 local)
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