I'm looking for a SIMD library focused small (4x4) matrix operations for graphics. There's lots of single precision ones out there, but I need to support both single and double precision.
I've looked at Intel's IPP MX library, but I'd prefer something with source. I'm very interested in SSE3+ implementations of these particular operations:
( 10.0f, 0.0f, 0.0f, 1.0f ); // z rotation Are my maths and approach correct, or am I completely wrong? Finally, I'm using the glm library with OpenGL / C++ for this. Is the order of x rotation... by +10 degrees in the X axis and a similar amount in the Z axis, relative to the trunk. I know that I should keep a rotation matrix at each branch, so that it can be applied to child branches, along... (and subsequent branches) - I'll "inherit" the rotation matrix of the parent branch, and apply x and z rotations to that also. e.g. using glm::normalize; using glm::rotateX; using glm::vec4; using glm::mat4
Are you aware of a complete (or almost complete) cross platform math library for use in OpenGL ES 2.0 games? The library should contain: Matrix2x2, Matrix 3x3, Matrix4x4 classes Quaternions Vector2, Vector3, Vector4 Classes Euler Angle Class Operations amongh the above mentioned classes, conversions, etc.. Standardly used math operations in 3D graphics (Dot Product, Cross Product, SLERP, etc...) Is there such Math API available either standalone or as a part of any package? Programming Language: Visual C++ but planned to be ported to OS X and Android OS.
I also posted this on the main StackExchange, but this seems like a better place, but for give me for the double post if it shows up twice. I have been trying for several hours to implement a GLSL... Language 1.0 Several sites have mentioned that this should be "easy" to do in a GLSL vert shader. But I just can not get it to work. My hunch is that I'm not setting the planes up correctly, or I'm missing... I don't get how coord (a UV vec2 in my mind) is equal to the dot product (a scalar value)? Same problem I had before with "g". What do I set the plane to be? In my opengl c++ 3.0 code, I set
I'm currently selecting a C++ math library to use for a project. There are several questions here and on SO concerning the 'best' library available and many answers with different suggestions, but I would like to run some tests on each of them before I make a decision. I would like to select a library that will cater for my current needs but also for any needs in any projects I may work... test libraries with a suitable license, what other commonly used features should I test/look for before making a selection? Matrix operations - including addition, subtraction, multiplication
I am trying to build and run Doom 3 from the open source release in order to better understand how the engine works. Unfortunately I am not able to run the game from the binary I built. I just get the console, but cannot run the actual game. Here is what I did: Downloaded the source code from the game repo Downloaded and installed the DirectX SDK Purchased, downloaded and installed Doom 3 from... installation path. This is the default command line arguments used to run the project from vstudio. +set fs_basepath "C:\Program Files (x86)\Steam\steamapps\common\doom 3" +set com_allowConsole 1 +set si
); glBindFramebuffer(GL_FRAMEBUFFER, 0); } Here is my drawing box code, which just takes a transformation matrix and calls the appropriate functions. The current values of P is a projection matrix, and an identity matrix for the view matrix (V). void drawBox(const Matrix4& M) { const Matrix4 MVP = M * V * P; if (boundshader) { glUniformMatrix4fv((*boundshader)("MVP"), 1, GL_FALSE, &... wrong in my frame buffer set up code, or elsewhere. But I can't see what. The FBO is set up through the following function: unsigned int fbo_id; unsigned int depth_buffer; int m_FBOWidth, m_FBOHeight
object from an array of CustomVertex objects. This array is said to be interleaved. It renders successfully with the following code: void VertexBufferObject::Draw() { if( ! m_bInitialized ) return; glBindBuffer( GL_ARRAY_BUFFER, m_nVboId ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_nVboIdIndex ); glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_TEXTURE_COORD_ARRAY..._TRIANGLES, m_nNumIndices, GL_UNSIGNED_INT, ((char*)NULL + 0) ); glDisableClientState( GL_VERTEX_ARRAY ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glDisableClientState( GL_NORMAL_ARRAY
I'm looking for a graphic engine programmer that knows both OpenGL and software rendering code to hire for a very short period (2 days). It's urgent and I'm willing to pay a very high amount of money. Any ideas where I could find one keeping in mind the points mentioned below? Clarifications I am not specifically looking for significant expertise, even intermediate knowledge in OpenGL and software rendering engine code will do. I do not represent a company therefore I can't use gamasutra jobs, stackoverflow careers, etc.
I have a simple question. For people that know and built ogre3D from source as a Static library, what is the order of which the libraries should be linked? The libraries I need to be organized are: Ogre Plugins 'libOgreMain.a' Ogre RenderSystems Boost(version 1.47)link Ogre's Dependencies The reason I'm asking is because in the Ogre forums, I have asked about this and didn't get a good reply... yet. The other reason is because even though I link to the boost library, I get this error: undefined reference to '_imp___ZN5boost6thread20hardware_concurrencyEv' My compiler is MinGW