Always use goog.vec.Mat4.Number instead of goog.vec.Mat.AnyType
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@@ -31,7 +31,7 @@ ol.dom.setTransform = function(element, value) {
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/**
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/**
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* @param {Element} element Element.
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* @param {Element} element Element.
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* @param {goog.vec.Mat4.AnyType} transform Matrix.
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* @param {goog.vec.Mat4.Number} transform Matrix.
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* @param {number=} opt_precision Precision.
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* @param {number=} opt_precision Precision.
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*/
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*/
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ol.dom.transformElement2D = function(element, transform, opt_precision) {
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ol.dom.transformElement2D = function(element, transform, opt_precision) {
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@@ -35,7 +35,7 @@ ol.renderer.dom.ImageLayer = function(mapRenderer, imageLayer) {
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/**
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/**
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* @private
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* @private
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* @type {goog.vec.Mat4.AnyType}
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* @type {goog.vec.Mat4.Number}
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*/
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*/
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this.transform_ = goog.vec.Mat4.createNumberIdentity();
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this.transform_ = goog.vec.Mat4.createNumberIdentity();
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@@ -123,7 +123,7 @@ ol.renderer.dom.ImageLayer.prototype.renderFrame =
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/**
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/**
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* @param {goog.vec.Mat4.AnyType} transform Transform.
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* @param {goog.vec.Mat4.Number} transform Transform.
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* @private
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* @private
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*/
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*/
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ol.renderer.dom.ImageLayer.prototype.setTransform_ = function(transform) {
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ol.renderer.dom.ImageLayer.prototype.setTransform_ = function(transform) {
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@@ -312,7 +312,7 @@ ol.renderer.dom.TileLayerZ_ = function(tileGrid, tileCoordOrigin) {
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/**
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/**
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* @private
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* @private
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* @type {goog.vec.Mat4.AnyType}
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* @type {goog.vec.Mat4.Number}
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*/
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*/
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this.transform_ = goog.vec.Mat4.createNumberIdentity();
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this.transform_ = goog.vec.Mat4.createNumberIdentity();
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@@ -421,7 +421,7 @@ ol.renderer.dom.TileLayerZ_.prototype.removeTilesOutsideExtent =
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/**
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/**
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* @param {goog.vec.Mat4.AnyType} transform Transform.
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* @param {goog.vec.Mat4.Number} transform Transform.
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*/
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*/
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ol.renderer.dom.TileLayerZ_.prototype.setTransform = function(transform) {
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ol.renderer.dom.TileLayerZ_.prototype.setTransform = function(transform) {
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if (!goog.vec.Mat4.equals(transform, this.transform_)) {
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if (!goog.vec.Mat4.equals(transform, this.transform_)) {
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@@ -97,7 +97,7 @@ ol.vec.Mat4.makeSaturation = function(matrix, value) {
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* transformed vector into resultVec. The input vector is multiplied against the
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* transformed vector into resultVec. The input vector is multiplied against the
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* upper 2x4 matrix omitting the projective component.
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* upper 2x4 matrix omitting the projective component.
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*
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*
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* @param {goog.vec.Mat4.AnyType} mat The matrix supplying the transformation.
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* @param {goog.vec.Mat4.Number} mat The matrix supplying the transformation.
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* @param {Array.<number>} vec The 3 element vector to transform.
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* @param {Array.<number>} vec The 3 element vector to transform.
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* @param {Array.<number>} resultVec The 3 element vector to receive the results
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* @param {Array.<number>} resultVec The 3 element vector to receive the results
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* (may be vec).
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* (may be vec).
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