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SSE HMM_EqualsVec4
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@@ -1002,8 +1002,14 @@ COVERAGE(HMM_EqualsVec4, 1)
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HMM_INLINE hmm_bool HMM_EqualsVec4(hmm_vec4 Left, hmm_vec4 Right)
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{
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ASSERT_COVERED(HMM_EqualsVec4);
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hmm_bool Result;
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hmm_bool Result = (Left.X == Right.X && Left.Y == Right.Y && Left.Z == Right.Z && Left.W == Right.W);
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#if HANDMADE_MATH__USE_SSE
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Result = _mm_movemask_ps(_mm_cmpeq_ps(Left.InternalElementsSSE, Right.InternalElementsSSE)) == 0xF ? 1 : 0;
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#else
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Result = (Left.X == Right.X && Left.Y == Right.Y && Left.Z == Right.Z && Left.W == Right.W);
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#endif
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return (Result);
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}
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@@ -10,7 +10,8 @@ To get started, go download [the latest release](https://github.com/HandmadeMath
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Version | Changes |
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----------------|----------------|
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**1.10.1** | Removed stdint.h, this doesn't exist on some really old compilers and we didn't really use it anyways. |
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**1.10.2** | Introduced safe floating point comparrision in HMM_EqualsVec2, HMM_EqualsVec3, HMM_EqualsVec4. |
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**1.10.1** | Removed use of stdint.h, this doesn't exist on some really old compilers and we didn't really use it anyways. |
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**1.10.0** | Made HMM_Perspective use vertical FOV instead of horizontal FOV for consistency with other graphics APIs. |
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**1.9.0** | Added SSE versions of quaternion operations. |
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**1.8.0** | Added fast vector normalization routines that use fast inverse square roots.
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