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<title>engine.git/src/math, branch vulkan</title>
<subtitle>Small graphics engine.</subtitle>
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<entry>
<title>started working on implementing textures</title>
<updated>2025-12-26T21:39:08+00:00</updated>
<author>
<name>vimene</name>
<email>vincent.menegaux@gmail.com</email>
</author>
<published>2025-12-26T21:39:08+00:00</published>
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<entry>
<title>transpose matrix representation</title>
<updated>2025-12-25T23:50:56+00:00</updated>
<author>
<name>vimene</name>
<email>vincent.menegaux@gmail.com</email>
</author>
<published>2025-12-25T23:50:56+00:00</published>
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map values[i * 4 + j] to values[i + j * 4], meaning that values[1] is
now the second line, first column, instead of first line, second column
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map values[i * 4 + j] to values[i + j * 4], meaning that values[1] is
now the second line, first column, instead of first line, second column
</pre>
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</content>
</entry>
<entry>
<title>added uniform buffers, small tweaks</title>
<updated>2025-12-24T00:38:45+00:00</updated>
<author>
<name>vimene</name>
<email>vincent.menegaux@gmail.com</email>
</author>
<published>2025-12-24T00:38:45+00:00</published>
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- fixed aspect ratio being the inverse of what it's supposed to be
- use std::chrono::high_resolution_clock instead of system_clock
- convert ellapsed time to float representing seconds
- renamed engine::math::Matrix4::projection to perspective
- use [0,1] instead of [-1,1] for the range of z values, to be aligned
  with vulkan
- added engine::math::Matrix4::{look_at,transpose}
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<pre>
- fixed aspect ratio being the inverse of what it's supposed to be
- use std::chrono::high_resolution_clock instead of system_clock
- convert ellapsed time to float representing seconds
- renamed engine::math::Matrix4::projection to perspective
- use [0,1] instead of [-1,1] for the range of z values, to be aligned
  with vulkan
- added engine::math::Matrix4::{look_at,transpose}
</pre>
</div>
</content>
</entry>
<entry>
<title>renamed .h to .hpp</title>
<updated>2025-12-10T19:40:42+00:00</updated>
<author>
<name>vimene</name>
<email>vincent.menegaux@gmail.com</email>
</author>
<published>2025-12-10T19:40:42+00:00</published>
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</pre>
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<entry>
<title>improved keyboard and mouse controls</title>
<updated>2025-01-03T03:02:23+00:00</updated>
<author>
<name>vimene</name>
<email>vincent.menegaux@gmail.com</email>
</author>
<published>2025-01-03T03:02:23+00:00</published>
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<entry>
<title>various improvements</title>
<updated>2025-01-02T12:25:14+00:00</updated>
<author>
<name>vimene</name>
<email>vincent.menegaux@gmail.com</email>
</author>
<published>2025-01-02T12:25:14+00:00</published>
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<content type='text'>
- cleaned up the computation of the camera's matrix
- changed VertexData to being a struct which transmit data between the "vertex shader" and the "fragment shader"
- started working on keyboard and mouse controls
- added fov (field of view)
- changed quaternion to euler angles conversion, from zyx to zxy
- fixed computations of z coordinates in triangle rendering
- improved naming in the triangle rasterizer
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- cleaned up the computation of the camera's matrix
- changed VertexData to being a struct which transmit data between the "vertex shader" and the "fragment shader"
- started working on keyboard and mouse controls
- added fov (field of view)
- changed quaternion to euler angles conversion, from zyx to zxy
- fixed computations of z coordinates in triangle rendering
- improved naming in the triangle rasterizer
</pre>
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</content>
</entry>
<entry>
<title>various improvements</title>
<updated>2024-12-31T02:40:14+00:00</updated>
<author>
<name>vimene</name>
<email>vincent.menegaux@gmail.com</email>
</author>
<published>2024-12-31T02:40:14+00:00</published>
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- added quaternions and rewrote all rotations to use them
- added transforms to put all object transforms in a single place
- added Wavefront .obj file parser
- removed frame buffer's abstract class
- improved vectors, matrices, triangles, vertices and vertices data by putting all code in header file
- added vector's operations
- changed from NULL to nullptr
- miscellaneous improvements
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- added quaternions and rewrote all rotations to use them
- added transforms to put all object transforms in a single place
- added Wavefront .obj file parser
- removed frame buffer's abstract class
- improved vectors, matrices, triangles, vertices and vertices data by putting all code in header file
- added vector's operations
- changed from NULL to nullptr
- miscellaneous improvements
</pre>
</div>
</content>
</entry>
<entry>
<title>fixed perspective calculations</title>
<updated>2023-12-09T05:33:39+00:00</updated>
<author>
<name>vimene</name>
<email>vincent.menegaux@gmail.com</email>
</author>
<published>2023-12-09T05:33:39+00:00</published>
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<entry>
<title>added renderer, improved various things</title>
<updated>2023-12-05T09:42:35+00:00</updated>
<author>
<name>vimene</name>
<email>vincent.menegaux@gmail.com</email>
</author>
<published>2023-12-05T09:42:35+00:00</published>
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- Added renderer to unify frame buffers
- Added FrameBuffer class as a parent for frame buffers' classes
- Improved formatting in Makefile.am
- Added const modifier in Matrix4's methods
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- Added renderer to unify frame buffers
- Added FrameBuffer class as a parent for frame buffers' classes
- Improved formatting in Makefile.am
- Added const modifier in Matrix4's methods
</pre>
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</content>
</entry>
<entry>
<title>renamed MathVector{2,3,4} to Vector{2,3,4} and Mat4 to Matrix4 in engine::math</title>
<updated>2023-12-03T08:27:32+00:00</updated>
<author>
<name>vimene</name>
<email>vincent.menegaux@gmail.com</email>
</author>
<published>2023-12-03T08:27:32+00:00</published>
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