InverseRotationMatrix fixed
Compiler overstepping its bound, doing whatever it wants.
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@ -103,7 +103,8 @@ namespace Oyster { namespace Math3D
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Float4x4 & InverseRotationMatrix( const Float4x4 &rotation, Float4x4 &targetMem )
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{
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return targetMem = ::LinearAlgebra3D::InverseRotationMatrix( rotation );
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// return targetMem = ::LinearAlgebra3D::InverseRotationMatrix( rotation );
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return targetMem = rotation.GetTranspose();
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}
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Float4x4 & OrientationMatrix( const Float3x3 &rotation, const Float3 &translation, Float4x4 &targetMem )
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