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Hi Emil,
Apologies for being yet another random support requester :) I use GLM
http://www.g-truc.net/project-0016.html#menu here and there and boost
quite a bit; replacing the GLM dependency with boost::QVM is therefore
attractive, assuming it is approved. As a GLM user, I have a couple
questions:
Would I have to use QVM with my own matrix type if I want to feed a QVM
matrix to glUniformMatrix4fv without a temp copy? With GLM, I do this
using, for example, glUniformMatrix4fv(fooLoc, 1, GL_FALSE,
glm::value_ptr(fooMatrix)).
If I do have to make my own matrix type, does QVM depend on matrices being
stored as a 2D arrays rather than flat arrays addressed internally using
the usual data[row*width + col] (or data[col*height + row], if you prefer)?
Thanks,
Erik
On Thu, Jun 5, 2014 at 10:38 PM, Emil Dotchevski
Hello,
The QVM library has been in the review queue for a some time waiting for a review manager. I've been receiving occasional support requests from random people, and I remember there was at least some initial interest when I proposed the library years ago, but nobody has volunteered to be the review manager yet.
This is a library for working with (Q)uaternions and statically-sized (V)ectors and (M)atrices, it's the kind of high level library that is useful to video game programers working with 3D graphics.
It's unique (AFAIK) feature is that it uses a type traits system that allows all library functions to operate on 3rd-party types, making it easy to integrate types from different other math libraries into a single type-safe environment. It also has functions that can map vectors as matrices or matrix rows/columns as vectors, or even present mutable transposed view to any matrix, all without creating temporary objects.
The documentation and source code can be found here: http://www.revergestudios.com/boost-qvm/
Anyone takers? :)
-- Emil Dotchevski Reverge Studios, Inc. http://www.revergestudios.com/reblog/index.php?n=ReCode
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