Bump CMake version, fix warnings
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@@ -129,7 +129,7 @@ void Matrix4::perspective(float fov, float aspect, float nearz, float farz) {
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memset(c, 0, sizeof(float) * 16);
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float range= tan(fov * 0.5f) * nearz;
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float range= tanf(fov * 0.5f) * nearz;
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c[0] = (2 * nearz) / ((range * aspect) - (-range * aspect));
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c[5] = (2 * nearz) / (2 * range);
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c[10] = -(farz + nearz) / (farz - nearz);
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@@ -199,10 +199,11 @@ void Matrix4::rotate(float angle, AXIS axis) {
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Matrix4 newMatrix; // Create new identity matrix
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newMatrix.init();
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newMatrix.c[cos1[axis]] = cos(angle);
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newMatrix.c[sin1[axis]] = -sin(angle);
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newMatrix.c[sin2[axis]] = -newMatrix.c[sin1[axis]];
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newMatrix.c[cos2[axis]] = newMatrix.c[cos1[axis]];
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uint8_t index = static_cast<uint8_t>(axis);
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newMatrix.c[cos1[index]] = cosf(angle);
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newMatrix.c[sin1[index]] = -sinf(angle);
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newMatrix.c[sin2[index]] = -newMatrix.c[sin1[index]];
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newMatrix.c[cos2[index]] = newMatrix.c[cos1[index]];
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*this *= newMatrix;
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}
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@@ -441,9 +442,9 @@ Matrix4 Matrix4::Rotation(const Vector3 &v)
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{
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Matrix4 m;
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m.init();
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m.rotate(v.x, X_AXIS);
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m.rotate(v.y, Y_AXIS);
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m.rotate(v.z, Z_AXIS);
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m.rotate(v.x, AXIS::X_AXIS);
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m.rotate(v.y, AXIS::Y_AXIS);
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m.rotate(v.z, AXIS::Z_AXIS);
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return m;
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}
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