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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
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parent05387571f57224f8cbc2b390b423dab6b9158988 (diff)
parentc74d18502161f366bb2c3fd62b95012427a990b4 (diff)
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Merge pull request #50 from MalteHei/masterHEADmaster
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[![CircleCI](https://circleci.com/gh/datenwolf/linmath.h.svg?style=svg)](https://app.circleci.com/pipelines/github/datenwolf/linmath.h)
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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.
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