Linear algebra functions and utilities for 3D rendering in C

izzy 034c14601a intersect line line 2 周之前
intersect 4b95e710af fixed bug in veqexact 1 月之前
optimizations 5d318b7e08 beginning migration to version 2 4 年之前
.gitignore 8827e68c4b tri/plane clipping 4 年之前
LICENSE fe493e9cf8 point-polygon distance function 2 年之前
README.md 7393055bee Matrix-vector multiplication that preserves /what you want/ when transforming world coordinates into clip space for culling purposes 2 年之前
build.sh fe9395c9bd Mostly finished migration to version 2, filled in many missing functions 4 年之前
c3dlas.c 034c14601a intersect line line 2 周之前
c3dlas.h 034c14601a intersect line line 2 周之前
generic_vectors.h 88eaf75163 vDiv, fixes for matrix and quaternion fns 3 周之前
inertia.c 9475019198 Inertial moment functions 1 年之前
inertia.h 9475019198 Inertial moment functions 1 年之前
legacy_migration.sh 5d318b7e08 beginning migration to version 2 4 年之前
matrix3.c 5b8cd715ba missing semicolon and some other fixes 1 年之前
matrix4.c 88eaf75163 vDiv, fixes for matrix and quaternion fns 3 周之前
meshgen.c 7393055bee Matrix-vector multiplication that preserves /what you want/ when transforming world coordinates into clip space for culling purposes 2 年之前
meshgen.h 7393055bee Matrix-vector multiplication that preserves /what you want/ when transforming world coordinates into clip space for culling purposes 2 年之前
quaternion.c 0edc3acace qFromBasis fixed (again) with the BIG note that all such functions should have 3 周之前
short_macros.h e53f9c0dfb make the vector short macro initializers eat trailing commas 5 月之前
test.c 5d318b7e08 beginning migration to version 2 4 年之前

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.