Use const for pointer float array
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@ -519,7 +519,7 @@ RLAPI void rlLoadIdentity(void); // Reset current matrix to
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RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
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RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
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RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
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RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
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RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
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RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
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RLAPI void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix
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RLAPI void rlMultMatrixf(const float *matf); // Multiply the current matrix by another matrix
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RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
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RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
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RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
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RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
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RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
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RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
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@ -1048,7 +1048,7 @@ void rlLoadIdentity(void) { glLoadIdentity(); }
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void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
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void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
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void rlRotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); }
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void rlRotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); }
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void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
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void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
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void rlMultMatrixf(float *matf) { glMultMatrixf(matf); }
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void rlMultMatrixf(const float *matf) { glMultMatrixf(matf); }
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#endif
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#endif
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Choose the current matrix to be transformed
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// Choose the current matrix to be transformed
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