GLint rglMatrixInverse3f(rglMat3f_t src) { rglMat3f_t mt; GLfloat det= rglMatrixDet3f(src); if (det==0) return 0; rglMatrixAdjoin3f(mt,src); rglMatrixTranspose3f(mt); rglMatrixMultFloat3f(mt, 1.0f/det); rglMatrixCopy3f(src,mt); return 0; }
GLfloat rglMatrixMinorf4f(rglMat4f_t src, GLint n) { rglMat3f_t mt; rglMatrixMinor4f(mt,src,n); return rglMatrixDet3f(mt); }