@@ -155,7 +155,7 @@ namespace glm
155155 T zNear, T zFar
156156 )
157157 {
158- # ifdef GLM_LEFT_HANDED
158+ # if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
159159 return orthoLH (left, right, bottom, top, zNear, zFar);
160160# else
161161 return orthoRH (left, right, bottom, top, zNear, zFar);
@@ -176,7 +176,7 @@ namespace glm
176176 Result[3 ][0 ] = - (right + left) / (right - left);
177177 Result[3 ][1 ] = - (top + bottom) / (top - bottom);
178178
179- # ifdef GLM_DEPTH_ZERO_TO_ONE
179+ # if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
180180 Result[2 ][2 ] = static_cast <T>(1 ) / (zFar - zNear);
181181 Result[3 ][2 ] = - zNear / (zFar - zNear);
182182# else
@@ -201,7 +201,7 @@ namespace glm
201201 Result[3 ][0 ] = - (right + left) / (right - left);
202202 Result[3 ][1 ] = - (top + bottom) / (top - bottom);
203203
204- # ifdef GLM_DEPTH_ZERO_TO_ONE
204+ # if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
205205 Result[2 ][2 ] = - static_cast <T>(1 ) / (zFar - zNear);
206206 Result[3 ][2 ] = - zNear / (zFar - zNear);
207207# else
@@ -236,7 +236,7 @@ namespace glm
236236 T nearVal, T farVal
237237 )
238238 {
239- # ifdef GLM_LEFT_HANDED
239+ # if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
240240 return frustumLH (left, right, bottom, top, nearVal, farVal);
241241# else
242242 return frustumRH (left, right, bottom, top, nearVal, farVal);
@@ -258,7 +258,7 @@ namespace glm
258258 Result[2 ][1 ] = (top + bottom) / (top - bottom);
259259 Result[2 ][3 ] = static_cast <T>(1 );
260260
261- # ifdef GLM_DEPTH_ZERO_TO_ONE
261+ # if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
262262 Result[2 ][2 ] = farVal / (farVal - nearVal);
263263 Result[3 ][2 ] = -(farVal * nearVal) / (farVal - nearVal);
264264# else
@@ -284,7 +284,7 @@ namespace glm
284284 Result[2 ][1 ] = (top + bottom) / (top - bottom);
285285 Result[2 ][3 ] = static_cast <T>(-1 );
286286
287- # ifdef GLM_DEPTH_ZERO_TO_ONE
287+ # if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
288288 Result[2 ][2 ] = farVal / (nearVal - farVal);
289289 Result[3 ][2 ] = -(farVal * nearVal) / (farVal - nearVal);
290290# else
@@ -304,7 +304,7 @@ namespace glm
304304 T zFar
305305 )
306306 {
307- # ifdef GLM_LEFT_HANDED
307+ # if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
308308 return perspectiveLH (fovy, aspect, zNear, zFar);
309309# else
310310 return perspectiveRH (fovy, aspect, zNear, zFar);
@@ -328,7 +328,7 @@ namespace glm
328328 Result[1 ][1 ] = static_cast <T>(1 ) / (tanHalfFovy);
329329 Result[2 ][3 ] = - static_cast <T>(1 );
330330
331- # ifdef GLM_DEPTH_ZERO_TO_ONE
331+ # if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
332332 Result[2 ][2 ] = zFar / (zNear - zFar);
333333 Result[3 ][2 ] = -(zFar * zNear) / (zFar - zNear);
334334# else
@@ -356,7 +356,7 @@ namespace glm
356356 Result[1 ][1 ] = static_cast <T>(1 ) / (tanHalfFovy);
357357 Result[2 ][3 ] = static_cast <T>(1 );
358358
359- # ifdef GLM_DEPTH_ZERO_TO_ONE
359+ # if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
360360 Result[2 ][2 ] = zFar / (zFar - zNear);
361361 Result[3 ][2 ] = -(zFar * zNear) / (zFar - zNear);
362362# else
@@ -375,7 +375,7 @@ namespace glm
375375 T zNear, T zFar
376376 )
377377 {
378- # ifdef GLM_LEFT_HANDED
378+ # if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
379379 return perspectiveFovLH (fov, width, height, zNear, zFar);
380380# else
381381 return perspectiveFovRH (fov, width, height, zNear, zFar);
@@ -403,7 +403,7 @@ namespace glm
403403 Result[1 ][1 ] = h;
404404 Result[2 ][3 ] = - static_cast <T>(1 );
405405
406- # ifdef GLM_DEPTH_ZERO_TO_ONE
406+ # if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
407407 Result[2 ][2 ] = zFar / (zNear - zFar);
408408 Result[3 ][2 ] = -(zFar * zNear) / (zFar - zNear);
409409# else
@@ -435,7 +435,7 @@ namespace glm
435435 Result[1 ][1 ] = h;
436436 Result[2 ][3 ] = static_cast <T>(1 );
437437
438- # ifdef GLM_DEPTH_ZERO_TO_ONE
438+ # if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
439439 Result[2 ][2 ] = zFar / (zFar - zNear);
440440 Result[3 ][2 ] = -(zFar * zNear) / (zFar - zNear);
441441# else
@@ -454,7 +454,7 @@ namespace glm
454454 T zNear
455455 )
456456 {
457- # ifdef GLM_LEFT_HANDED
457+ # if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
458458 return infinitePerspectiveLH (fovy, aspect, zNear);
459459# else
460460 return infinitePerspectiveRH (fovy, aspect, zNear);
@@ -557,7 +557,7 @@ namespace glm
557557 tmp = proj * tmp;
558558
559559 tmp /= tmp.w ;
560- # ifdef GLM_DEPTH_ZERO_TO_ONE
560+ # if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
561561 tmp.x = tmp.x * T (0.5 ) + T (0.5 );
562562 tmp.y = tmp.y * T (0.5 ) + T (0.5 );
563563# else
@@ -583,7 +583,7 @@ namespace glm
583583 tvec4<T, P> tmp = tvec4<T, P>(win, T (1 ));
584584 tmp.x = (tmp.x - T (viewport[0 ])) / T (viewport[2 ]);
585585 tmp.y = (tmp.y - T (viewport[1 ])) / T (viewport[3 ]);
586- # ifdef GLM_DEPTH_ZERO_TO_ONE
586+ # if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
587587 tmp.x = tmp.x * T (2 ) - T (1 );
588588 tmp.y = tmp.y * T (2 ) - T (1 );
589589# else
@@ -628,7 +628,7 @@ namespace glm
628628 tvec3<T, P> const & up
629629 )
630630 {
631- # ifdef GLM_LEFT_HANDED
631+ # if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
632632 return lookAtLH (eye, center, up);
633633# else
634634 return lookAtRH (eye, center, up);
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