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use glm instead of Math3D in rendering
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@@ -223,7 +223,7 @@ private:
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bool
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Render( TDynamicObject *Dynamic );
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bool
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Render( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &Angle );
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Render( TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle );
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bool
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Render( TModel3d *Model, material_data const *Material, float const Squaredistance );
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void
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@@ -259,7 +259,7 @@ private:
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bool
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Render_Alpha( TDynamicObject *Dynamic );
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bool
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Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &Angle );
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Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle );
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bool
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Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance );
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void
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