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there is xmath library which we don't currently have source for.
right now, it's available as pre-built Visual Studio 2005 library only.
it means, if we decide to port to another architecture (x64) or platform (Linux/Mac), we have to provide an implementation.
xmath provides:
vectors (Vect3f, Vect3d, etc.)
quaternions (QuatF)
matrices (Mat3f, Mat3d, etc)
and various functions to manipulate with them (invert, product, etc.)
umath.h seems to be a graphics related superset of xmath.h, in future if we end up using another renderer it may be necessary to change these or scratch it... for example CMatrix has a casting operator to DirectX D3DXMATRIX
Might be worth reviewing if is worth moving to GLM now that we got xmath sources...
there is xmath library which we don't currently have source for.
right now, it's available as pre-built Visual Studio 2005 library only.
it means, if we decide to port to another architecture (x64) or platform (Linux/Mac), we have to provide an implementation.
xmath provides:
and various functions to manipulate with them (invert, product, etc.)
there are currently two different
xmath.h
headers:https://github.com/KranX/Perimeter/blob/init/Source/Util/xmath.h
https://github.com/KranX/Perimeter/blob/init/XLibs.Net/xmath.h
there is also
umath.h
header: https://github.com/KranX/Perimeter/blob/init/Source/Render/inc/Umath.hwhich provides similar classes (vectors).
GLM project might be a good replacement for these classes, need to check if it has all functions needed.
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