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/NW4C-2.0.3/include/nw/gfx/
Dgfx_CalculatedTransform.h396 math::VEC3* v2 = reinterpret_cast<math::VEC3*>(&this->m_TransformMatrix.m[2]); in NormalizeRotateMatrix() local
463 math::VEC3* v2 = reinterpret_cast<math::VEC3*>(&this->m_TransformMatrix.m[2]); in QuaternionToRotateMatrix() local
491 const math::VEC3* v2 = reinterpret_cast<const math::VEC3*>(&m.m[2]); in AdjustZeroRotateMatrix() local