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| author | datenwolf <code+github@datenwolf.net> | 2021-01-06 11:28:51 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-01-06 11:28:51 +0100 |
| commit | 05387571f57224f8cbc2b390b423dab6b9158988 (patch) | |
| tree | ed88a346f022c7f01dfbb6d44f2d242f52857e08 /README | |
| parent | 3db0026ffe2c3b57abb71e2793c61ec363091359 (diff) | |
| parent | ffcb15d3f25ebc25ee0dab68fadfe5e88e2b755f (diff) | |
| download | linmath.h-05387571f57224f8cbc2b390b423dab6b9158988.tar.gz linmath.h-05387571f57224f8cbc2b390b423dab6b9158988.tar.bz2 | |
Merge pull request #42 from dizcza/tests
Added tests, fixed a bug, and more
Diffstat (limited to 'README')
| -rw-r--r-- | README | 12 |
1 files changed, 0 insertions, 12 deletions
@@ -1,12 +0,0 @@ -# linmath.h -- A small library for linear math as required for computer graphics - -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. - |
