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- <header>
- <h1>glMatrix</h1>
- <p>Javascript Matrix and Vector library for High Performance WebGL apps</p>
- <p class="view"><a href="docs">View the Documentation</a></p>
- <p class="view"><a href="https://github.com/toji/gl-matrix">View the Project on GitHub <small>toji/gl-matrix</small></a></p>
- <ul>
- <li><a href="https://github.com/toji/gl-matrix/zipball/master">Download <strong>ZIP File</strong></a></li>
- <li><a href="https://github.com/toji/gl-matrix/tarball/master">Download <strong>TAR Ball</strong></a></li>
- <li><a href="https://github.com/toji/gl-matrix">View On <strong>GitHub</strong></a></li>
- </ul>
- </header>
- <section>
- <h1>glMatrix</h1>
- <p>Javascript has evolved into a language capable of handling realtime 3D graphics,
- via WebGL, and computationally intensive tasks such as physics simulations.
- These types of applications demand high performance vector and matrix math,
- which is something that Javascript doesn't provide by default.
- glMatrix to the rescue!</p>
- <p>glMatrix is designed to perform vector and matrix operations stupidly fast! By
- hand-tuning each function for maximum performance and encouraging efficient
- usage patterns through API conventions, glMatrix will help you get the most out
- of your browsers Javascript engine.</p>
- <h2><a href="docs">Documentation</a></h2>
- <h2>What's new in 2.0?</h2>
- <p>glMatrix 2.0 is the result of a lot of excellent feedback from the community,
- and features:</p>
- <ul>
- <li>Revamped and consistent API (not backward compatible with 1.x, sorry!)</li>
- <li>New functions for each type, based on request.</li>
- <li>New array operations: vec(2/3/4).forEach</li>
- <li>Even more optimizations!</li>
- <li>A cleaner code base, broken up by type.</li>
- <li>A more complete unit testing suite.</li>
- </ul><h2>Looking for an older version?</h2>
- <p>You can download previous versions of glMatrix <a href="https://github.com/toji/gl-matrix/tags">here</a></p>
- <h2>A note about Matrix formatting</h2>
- <p>glMatrix is modeled after the needs of WebGL, which in turn uses matrix
- conventions set by <a href="http://www.opengl.org/archives/resources/faq/technical/transformations.htm">OpenGL</a>.
- Specifically, a 4x4 matrix is an array of 16 contiguous floats with the 13th,
- 14th, and 15th elements representing the X, Y, and Z, translation components.</p>
- <p>This may lead to some confusion when referencing OpenGL documentation, however,
- which represents out all matricies in column-major format. This means that while
- in code a matrix may be typed out as:</p>
- <pre><code>[1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- x, y, z, 0]
- </code></pre>
- <p>The same matrix in the <a href="http://www.opengl.org/sdk/docs/man2/xhtml/glTranslate.xml">OpenGL documentation</a>
- is written as:</p>
- <pre><code>1 0 0 x
- 0 1 0 y
- 0 0 1 z
- 0 0 0 0
- </code></pre>
- <p>Please rest assured, however, that they are the same thing! This is not unique
- to glMatrix, either, as OpenGL developers have long been confused by the
- apparent lack of consistency between the memory layout and the documentation.</p>
- <p>Sorry about that, but there's not much I can do about it.</p>
- </section>
- <footer>
- <p>This project is maintained by <a href="https://github.com/toji">toji</a> and <a href="https://github.com/sinisterchipmunk">sinisterchipmunk</a></p>
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