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bug #86 : use internal:: namespace instead of ei_ prefix
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@@ -160,10 +160,10 @@ void test_openglsupport()
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VERIFY_MATRIX(glMultMatrix(md44), md44);
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// Quaternion
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Quaterniond qd(AngleAxisd(ei_random<double>(), Vector3d::Random()));
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Quaterniond qd(AngleAxisd(internal::random<double>(), Vector3d::Random()));
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VERIFY_MATRIX(glRotate(qd), Projective3d(qd).matrix());
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Quaternionf qf(AngleAxisf(ei_random<double>(), Vector3f::Random()));
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Quaternionf qf(AngleAxisf(internal::random<double>(), Vector3f::Random()));
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VERIFY_MATRIX(glRotate(qf), Projective3f(qf).matrix());
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// 3D Transform
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@@ -222,10 +222,10 @@ void test_openglsupport()
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Vector3d vd3; vd3.setRandom();
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VERIFY_MATRIX(glScale(vd3), Projective3d(Scaling(vd3)).matrix());
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UniformScaling<float> usf(ei_random<float>());
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UniformScaling<float> usf(internal::random<float>());
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VERIFY_MATRIX(glScale(usf), Projective3f(usf).matrix());
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UniformScaling<double> usd(ei_random<double>());
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UniformScaling<double> usd(internal::random<double>());
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VERIFY_MATRIX(glScale(usd), Projective3d(usd).matrix());
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}
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