From b2350fe404b8444b35f3d701269b640c59aa7f55 Mon Sep 17 00:00:00 2001
From: Ryan Oldenburg <guzba8@gmail.com>
Date: Fri, 13 Mar 2020 00:09:00 -0500
Subject: [PATCH 1/2] cap like other things seem to

---
 src/vmath.nim | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/vmath.nim b/src/vmath.nim
index 94087c9..7bc9aa6 100644
--- a/src/vmath.nim
+++ b/src/vmath.nim
@@ -1072,7 +1072,7 @@ proc lookAt*(eye, center, up: Vec3): Mat4 =
   result[14] = -(z0*eyex + z1*eyey + z2*eyez)
   result[15] = 1
 
-proc tofloat32*(m: Mat4): array[16, float32] =
+proc toFloat32*(m: Mat4): array[16, float32] =
   return [
      float32 m[00], float32 m[01], float32 m[02], float32 m[03],
      float32 m[04], float32 m[05], float32 m[06], float32 m[07],

From 6f7ffdfd603af2570e96e6b4ea87914bdb3d2c31 Mon Sep 17 00:00:00 2001
From: Ryan Oldenburg <guzba8@gmail.com>
Date: Fri, 13 Mar 2020 21:33:45 -0500
Subject: [PATCH 2/2] bugfix

---
 src/vmath.nim | 8 ++++----
 1 file changed, 4 insertions(+), 4 deletions(-)

diff --git a/src/vmath.nim b/src/vmath.nim
index 7bc9aa6..7739f62 100644
--- a/src/vmath.nim
+++ b/src/vmath.nim
@@ -616,13 +616,13 @@ proc `*`*(a: Mat3, b: Vec2): Vec2 =
 
 type Mat4* = array[16, float32] ## 4x4 Matrix - OpenGL row order
 
-proc mat4*(v0, v1, Vec2, Vec3, Vec4, v5, v6, v7, v8, v9, v10, v11, v12, v13,
+proc mat4*(v0, v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11, v12, v13,
     v14, v15: float32): Mat4 =
   result[0] = v0
   result[1] = v1
-  result[2] = Vec2
-  result[3] = Vec3
-  result[4] = Vec4
+  result[2] = v2
+  result[3] = v3
+  result[4] = v4
   result[5] = v5
   result[6] = v6
   result[7] = v7