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Minor comments added to improve intellisense for roll pitch yaw functions
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Inc/DirectXMath.h

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@@ -1458,8 +1458,13 @@ namespace DirectX
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XMMATRIX XM_CALLCONV XMMatrixRotationX(float Angle) noexcept;
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XMMATRIX XM_CALLCONV XMMatrixRotationY(float Angle) noexcept;
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XMMATRIX XM_CALLCONV XMMatrixRotationZ(float Angle) noexcept;
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// Rotates about y-axis (Yaw), then x-axis (Pitch), then z-axis (Roll)
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XMMATRIX XM_CALLCONV XMMatrixRotationRollPitchYaw(float Pitch, float Yaw, float Roll) noexcept;
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// Rotates about y-axis (Angles.y), then x-axis (Angles.x), then z-axis (Angles.z)
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XMMATRIX XM_CALLCONV XMMatrixRotationRollPitchYawFromVector(FXMVECTOR Angles) noexcept;
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XMMATRIX XM_CALLCONV XMMatrixRotationNormal(FXMVECTOR NormalAxis, float Angle) noexcept;
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XMMATRIX XM_CALLCONV XMMatrixRotationAxis(FXMVECTOR Axis, float Angle) noexcept;
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XMMATRIX XM_CALLCONV XMMatrixRotationQuaternion(FXMVECTOR Quaternion) noexcept;
@@ -1521,8 +1526,13 @@ namespace DirectX
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XMVECTOR XM_CALLCONV XMQuaternionBaryCentricV(FXMVECTOR Q0, FXMVECTOR Q1, FXMVECTOR Q2, GXMVECTOR F, HXMVECTOR G) noexcept;
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XMVECTOR XM_CALLCONV XMQuaternionIdentity() noexcept;
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// Rotates about y-axis (Yaw), then x-axis (Pitch), then z-axis (Roll)
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XMVECTOR XM_CALLCONV XMQuaternionRotationRollPitchYaw(float Pitch, float Yaw, float Roll) noexcept;
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// Rotates about y-axis (Angles.y), then x-axis (Angles.x), then z-axis (Angles.z)
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XMVECTOR XM_CALLCONV XMQuaternionRotationRollPitchYawFromVector(FXMVECTOR Angles) noexcept;
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XMVECTOR XM_CALLCONV XMQuaternionRotationNormal(FXMVECTOR NormalAxis, float Angle) noexcept;
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XMVECTOR XM_CALLCONV XMQuaternionRotationAxis(FXMVECTOR Axis, float Angle) noexcept;
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XMVECTOR XM_CALLCONV XMQuaternionRotationMatrix(FXMMATRIX M) noexcept;

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