//void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const float v[3], float out[3]);
// transforms a direction vector through the rotation part of a matrix
void Matrix4x4_Transform3x3 (const matrix4x4_t *in, const float v[3], float out[3]);
-// transforms a positive distance plane (A*x+B*y+C*z-D=0) through a matrix
+// transforms a positive distance plane (A*x+B*y+C*z-D=0) through a rotation or translation matrix
void Matrix4x4_TransformPositivePlane (const matrix4x4_t *in, float x, float y, float z, float d, float *o);
-// transforms a standard plane (A*x+B*y+C*z+D=0) through a matrix
+// transforms a standard plane (A*x+B*y+C*z+D=0) through a rotation or translation matrix
void Matrix4x4_TransformStandardPlane (const matrix4x4_t *in, float x, float y, float z, float d, float *o);
// ease of use functions