Math: Reverse plane direction (to make it more standard)
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@@ -259,7 +259,7 @@ namespace Nz
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Vector4<T>& Vector4<T>::Normalize(T* length)
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{
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T invLength = T(1.0) / w;
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x *= invLength; // Warning, change this logic will break Frustum::Extract
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x *= invLength;
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y *= invLength;
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z *= invLength;
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