// creates a matrix4x4 from a double[16] array in the Direct3D orientation
void Matrix4x4_FromArrayDoubleD3D(matrix4x4_t *out, const double in[16]);
+// converts a matrix4x4 to a float[16] array in the OpenGL orientation
+void Matrix4x4_ToArrayFloatGL(const matrix4x4_t *in, float out[16]);
+// creates a matrix4x4 from a float[16] array in the OpenGL orientation
+void Matrix4x4_FromArrayFloatGL(matrix4x4_t *out, const float in[16]);
+// converts a matrix4x4 to a float[16] array in the Direct3D orientation
+void Matrix4x4_ToArrayFloatD3D(const matrix4x4_t *in, float out[16]);
+// creates a matrix4x4 from a float[16] array in the Direct3D orientation
+void Matrix4x4_FromArrayFloatD3D(matrix4x4_t *out, const float in[16]);
+
// converts a matrix4x4 to a float[12] array in the OpenGL orientation
void Matrix4x4_ToArray12FloatGL(const matrix4x4_t *in, float out[12]);
// creates a matrix4x4 from a float[12] array in the OpenGL orientation
void Matrix4x4_AdjustOrigin (matrix4x4_t *out, double x, double y, double z);
// scales vectors of a matrix in place and allows you to scale origin as well
void Matrix4x4_Scale (matrix4x4_t *out, double rotatescale, double originscale);
+// ensures each element of the 3x3 rotation matrix is facing in the + direction
+void Matrix4x4_Abs (matrix4x4_t *out);
#endif