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bx math API cleanup.
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@@ -236,9 +236,9 @@ public:
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float eyeDist = 2.5f;
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float eye[3] =
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{
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-eyeDist * bx::fsin(time*cameraSpin*camSpeed),
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-eyeDist * bx::sin(time*cameraSpin*camSpeed),
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0.0f,
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-eyeDist * bx::fcos(time*cameraSpin*camSpeed),
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-eyeDist * bx::cos(time*cameraSpin*camSpeed),
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};
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float at[3] = { 0.0f, 0.0f, 0.0f };
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