#endif
}
+void Matrix4x4_TransformPositivePlane(const matrix4x4_t *in, float x, float y, float z, float d, float *o)
+{
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ o[0] = x * in->m[0][0] + y * in->m[1][0] + z * in->m[2][0];
+ o[1] = x * in->m[0][1] + y * in->m[1][1] + z * in->m[2][1];
+ o[2] = x * in->m[0][2] + y * in->m[1][2] + z * in->m[2][2];
+ o[3] = d + (x * in->m[3][0] + y * in->m[3][1] + z * in->m[3][2]);
+#else
+ o[0] = x * in->m[0][0] + y * in->m[0][1] + z * in->m[0][2];
+ o[1] = x * in->m[1][0] + y * in->m[1][1] + z * in->m[1][2];
+ o[2] = x * in->m[2][0] + y * in->m[2][1] + z * in->m[2][2];
+ o[3] = d + (x * in->m[0][3] + y * in->m[1][3] + z * in->m[2][3]);
+#endif
+}
+
+void Matrix4x4_TransformStandardPlane(const matrix4x4_t *in, float x, float y, float z, float d, float *o)
+{
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ o[0] = x * in->m[0][0] + y * in->m[1][0] + z * in->m[2][0];
+ o[1] = x * in->m[0][1] + y * in->m[1][1] + z * in->m[2][1];
+ o[2] = x * in->m[0][2] + y * in->m[1][2] + z * in->m[2][2];
+ o[3] = d - (x * in->m[3][0] + y * in->m[3][1] + z * in->m[3][2]);
+#else
+ o[0] = x * in->m[0][0] + y * in->m[0][1] + z * in->m[0][2];
+ o[1] = x * in->m[1][0] + y * in->m[1][1] + z * in->m[1][2];
+ o[2] = x * in->m[2][0] + y * in->m[2][1] + z * in->m[2][2];
+ o[3] = d - (x * in->m[0][3] + y * in->m[1][3] + z * in->m[2][3]);
+#endif
+}
+
/*
void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const float v[3], float out[3])
{