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		Mat4x4d() {}
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      Mat4x4d() {}
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		/// Construct a matrix with identical elements.
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      /// Construct a matrix with identical elements.
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		Mat4x4d(double a): 
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      Mat4x4d(double a): 
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			ArithSqMat4x4Float<Vec4d, Mat4x4d> (a) {}
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	ArithSqMat4x4Float<Vec4d, Mat4x4d> (a) {}
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		/// Construct from a pointed to array of 16 floats.
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		Mat4x4d(const float* sa): ArithSqMat4x4Float<Vec4d, Mat4x4d> (sa) {}
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	};
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    };
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	/// Create a rotation _matrix. Rotates about one of the major axes.
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  /// Create a rotation _matrix. Rotates about one of the major axes.
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	Mat4x4d rotation_Mat4x4d(CGLA::Axis axis, float angle);
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  Mat4x4d rotation_Mat4x4d(CGLA::Axis axis, float angle);
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		return Mat4x4d(Vec4d(1,0,0,0), 
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      return Mat4x4d(Vec4d(1,0,0,0), 
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									 Vec4d(0,1,0,0), 
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		     Vec4d(0,1,0,0), 
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									 Vec4d(0,0,1,0), 
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		     Vec4d(0,0,1,0), 
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									 Vec4d(0,0,0,1));
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		     Vec4d(0,0,0,1));
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	}
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    }
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	/** Create a perspective matrix. Assumes the eye is at the origin and
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			that we are looking down the negative z axis.
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			ACTUALLY THE EYE IS NOT AT THE ORIGIN BUT BEHIND IT. CHECK UP ON
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			THIS ONE */
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	Mat4x4d perspective_Mat4x4d(float d);
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}
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}
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#endif
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#endif
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