
http://www.nigels.com/glt/doc/group___math.html Bounding box, ray, plane, 3x3 matrix, 4x4 matrix, 2d, 3d and 4d vectors...
It looks very interesting. I am unclear as to your intents with it though.
GLT is a library that evolved over several years of writing a lot of OpenGL programs. It always seemed to me that there could/should be a well standardised geometry library, but I wrote my own because there wasn't much around at the time in 1996. I don't think an OpenGL dependency should be introduced into Boost, but I would imagine an OpenGL-oriented convenience layer could well complement a boost geometry library. (As part of Boost, or not) By reason to mention the GLT math stuff was to illustrate a set of functionality that I think would be relevant to a boost geometry library. There are things I would do differently to GLT (benefit of experience), especially now that templates are much better supported by various compilers.
I would guess that an initial aim for the project could be to identify the minimal essential geometry primitives/ and functions. There are for instance various ways to represent a line and so on. But some features keep cropping up e.g I'm glad to see the matrices, though it looks like quaternions must be included too.
Yes, quaternions too. Cheers, Nigel