daily uodate on 20231208 by nitload youmu, preparation for multi thread rendering
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@@ -11,10 +11,16 @@ namespace StgSharp.Math
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[FieldOffset(0)] internal Mat4 mat;
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[FieldOffset(4 * 4 * sizeof(float))] internal Mat2 transpose;
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[FieldOffset(6 * 4 * sizeof(float))] internal bool isTransposed;
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[FieldOffset(0)] public Vec2d Colum0;
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[FieldOffset(16)] public Vec2d Colum1;
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[FieldOffset(32)] public Vec2d Colum2;
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[FieldOffset(48)] public Vec2d Colum3;
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public Matrix2x4(
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float a00, float a01,float a02,float a03,
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float a10, float a11,float a12,float a13
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float a00, float a01, float a02, float a03,
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float a10, float a11, float a12, float a13
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)
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{
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mat.colum0 = new Vector4(a00, a10, 0, 0);
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@@ -144,7 +150,7 @@ namespace StgSharp.Math
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return new Matrix2x2(
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Vector4.Dot(left.transpose.colum0, right.mat.colum0),
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Vector4.Dot(left.transpose.colum0, right.mat.colum1),
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Vector4.Dot(left.transpose.colum1, right.mat.colum0),
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Vector4.Dot(left.transpose.colum1, right.mat.colum1)
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);
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@@ -158,7 +164,7 @@ namespace StgSharp.Math
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Vector4.Dot(left.transpose.colum0, right.mat.colum0),
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Vector4.Dot(left.transpose.colum0, right.mat.colum1),
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Vector4.Dot(left.transpose.colum0, right.mat.colum2),
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Vector4.Dot(left.transpose.colum1, right.mat.colum0),
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Vector4.Dot(left.transpose.colum1, right.mat.colum1),
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Vector4.Dot(left.transpose.colum1, right.mat.colum2)
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@@ -174,7 +180,7 @@ namespace StgSharp.Math
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Vector4.Dot(left.transpose.colum0, right.mat.colum1),
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Vector4.Dot(left.transpose.colum0, right.mat.colum2),
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Vector4.Dot(left.transpose.colum0, right.mat.colum3),
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Vector4.Dot(left.transpose.colum1, right.mat.colum0),
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Vector4.Dot(left.transpose.colum1, right.mat.colum1),
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Vector4.Dot(left.transpose.colum1, right.mat.colum2),
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