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* added textures for the hardware renderervimene2026-01-131-0/+1
| | | | | | | | | | | | | | | | | - removed "using" directive in .hpp - reverse order of arguments for quaternion rotation, i.e. q.rot(v) instead of v.rot(q), where q is a quaterinon and v a vector - pass the inverse of the view matrix to render_and_present_frame, to allow light calculation in shaders (we used to just pass the matrix of the quaternion of the transformation, i.e. discard scaling and translations) - added another mesh and texture (viking_room) for testing purposes - added transparent background option - added Quaternion::look_towards(), which is the equivalent of Matrix4::look_at() but only for rotations - various improvement to .obj parsing - load texture coordinates from .obj file - merged duplicate vertices in Mesh::linearize_indices()
* fixed wrong header guardvimene2026-01-121-3/+3
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* started working on implementing texturesvimene2025-12-261-1/+2
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* transpose matrix representationvimene2025-12-261-38/+38
| | | | | 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
* added uniform buffers, small tweaksvimene2025-12-241-3/+25
| | | | | | | | | | - 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}
* renamed .h to .hppvimene2025-12-101-0/+170