Linear algebra functions and utilities for 3D rendering in C

izzy 917311d20a triplanenormalarea 2 weeks ago
intersect 98271776ce fix errors 10 months ago
optimizations 5d318b7e08 beginning migration to version 2 3 years ago
.gitignore 8827e68c4b tri/plane clipping 4 years ago
LICENSE fe493e9cf8 point-polygon distance function 1 year ago
README.md 7393055bee Matrix-vector multiplication that preserves /what you want/ when transforming world coordinates into clip space for culling purposes 1 year ago
build.sh fe9395c9bd Mostly finished migration to version 2, filled in many missing functions 3 years ago
c3dlas.c 917311d20a triplanenormalarea 2 weeks ago
c3dlas.h 917311d20a triplanenormalarea 2 weeks ago
inertia.c 9475019198 Inertial moment functions 11 months ago
inertia.h 9475019198 Inertial moment functions 11 months ago
legacy_migration.sh 5d318b7e08 beginning migration to version 2 3 years ago
matrix3.c 5b8cd715ba missing semicolon and some other fixes 1 year ago
matrix4.c b5c99077de matrix recompose 5 months ago
meshgen.c 7393055bee Matrix-vector multiplication that preserves /what you want/ when transforming world coordinates into clip space for culling purposes 1 year ago
meshgen.h 7393055bee Matrix-vector multiplication that preserves /what you want/ when transforming world coordinates into clip space for culling purposes 1 year ago
quaternion.c 357efe2127 qFromBasis 10 months ago
test.c 5d318b7e08 beginning migration to version 2 3 years ago

README.md

c3dlas

Linear algebra functions and utilities for 3D rendering in C

This library exists because I couldn't find an MIT/BSD licensed C library for doing the math required in a OpenGL program. It's not optimized, extensive, or sophisticated. It is free and written in pure C.

C++ has become fat and ugly with age. Not that it was a 9 to start with...

ATLAS/CBLAS are an incomprehensible mess.

GPL, while a wonderful thing, is a bit heavy-handed for some basic math functions.

I firmly believe that such a library did not exist because most of the functionality was built in to older OpenGL versions. By the time OpenGL 3.3 came out most developers had converted to worshiping under the altar of OOP.

There are probably math bugs somewhere. If you find one, report it on github. Preferably include how to fix it to make my life easier.