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fix broken docs
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@ -68,7 +68,7 @@
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//!
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//!
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//! # fn foo(_gba: &mut agb::Gba) {
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//! # fn foo(_gba: &mut agb::Gba) {
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//! // size of our thing is 10 pixels by 10 pixels
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//! // size of our thing is 10 pixels by 10 pixels
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//! let size_of_thing: Vector2D<Num<i32, 8>> = (10, 10).into()
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//! let size_of_thing: Vector2D<Num<i32, 8>> = (10, 10).into();
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//! // rotation by a quarter turn
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//! // rotation by a quarter turn
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//! let rotation: Num<i32, 8> = num!(0.25);
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//! let rotation: Num<i32, 8> = num!(0.25);
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//! // the final position
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//! // the final position
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@ -281,10 +281,16 @@ impl AffineMatrixBackground {
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/// This can be done using the standard transformation matricies like
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/// This can be done using the standard transformation matricies like
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///
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///
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/// ```rust,no_run
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/// ```rust,no_run
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/// use agb::display::affine::AffineMatrix;
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/// # #![no_std]
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/// # #![no_std]
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/// # #![no_main]
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/// # #![no_main]
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/// # fn something() {
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/// # use agb_fixnum::{Vector2D, Num};
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/// use agb::display::affine::AffineMatrix;
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/// # fn from_scale_rotation_position(
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/// # transform_origin: Vector2D<Num<i32, 8>>,
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/// # scale: Vector2D<Num<i32, 8>>,
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/// # rotation: Num<i32, 16>,
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/// # position: Vector2D<Num<i32, 8>>,
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/// # ) {
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/// let A = AffineMatrix::from_translation(-transform_origin)
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/// let A = AffineMatrix::from_translation(-transform_origin)
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/// * AffineMatrix::from_scale(scale)
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/// * AffineMatrix::from_scale(scale)
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/// * AffineMatrix::from_rotation(rotation)
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/// * AffineMatrix::from_rotation(rotation)
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