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author | dizcza <dizcza@gmail.com> | 2020-08-08 21:07:10 +0200 |
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committer | dizcza <dizcza@gmail.com> | 2020-08-08 21:39:13 +0200 |
commit | ffcb15d3f25ebc25ee0dab68fadfe5e88e2b755f (patch) | |
tree | bde440e9372531022c5722aad531514c3ab0c83c /README.md | |
parent | 382ba71905c2c09f10684d19cb5a3fcadf1aba39 (diff) | |
download | linmath.h-ffcb15d3f25ebc25ee0dab68fadfe5e88e2b755f.tar.gz linmath.h-ffcb15d3f25ebc25ee0dab68fadfe5e88e2b755f.tar.bz2 |
added tests
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-rw-r--r-- | README.md | 15 |
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diff --git a/README.md b/README.md new file mode 100644 index 0000000..7a06566 --- /dev/null +++ b/README.md @@ -0,0 +1,15 @@ +# linmath.h -- A small library for linear math as required for computer graphics + +[![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 + +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. + |