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authordatenwolf <code+github@datenwolf.net>2022-03-30 10:46:06 +0200
committerGitHub <noreply@github.com>2022-03-30 10:46:06 +0200
commit3954f97604a522c4b9c0268188f1a3d47ad2a205 (patch)
tree746cec14e0ee77cda89e68b7701684f1494a3bc2
parent05387571f57224f8cbc2b390b423dab6b9158988 (diff)
parentc74d18502161f366bb2c3fd62b95012427a990b4 (diff)
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Merge pull request #50 from MalteHei/masterHEADmaster
changed formatting in README
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1 files changed, 4 insertions, 6 deletions
diff --git a/README.md b/README.md
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[![CircleCI](https://circleci.com/gh/datenwolf/linmath.h.svg?style=svg)](https://app.circleci.com/pipelines/github/datenwolf/linmath.h)
-
linmath.h provides the most used types required for programming computer graphics:
-vec3 -- 3 element vector of floats
-vec4 -- 4 element vector of floats (4th component used for homogenous computations)
-mat4x4 -- 4 by 4 elements matrix, computations are done in column major order
-quat -- quaternion
+- `vec3` -- 3 element vector of floats
+- `vec4` -- 4 element vector of floats (4th component used for homogenous computations)
+- `mat4x4` -- 4 by 4 elements matrix, computations are done in column major order
+- `quat` -- quaternion
The types are deliberately named like the types in GLSL. In fact they are meant to
be used for the client side computations and passing to same typed GLSL uniforms.
-