seebs
0b7ba8e573
Do GeoM projection on CPU ( #477 )
...
Handling GeoM projection on CPU may seem like a weird choice, given
how fast GPU is, but it pays off:
* You only have to do a very small subset of the actual matrix
multiply.
* You don't have to construct a matrix in the vertex shader.
* Six fewer float32 values per vertex.
* You do still have to do the matrix computation for each vertex,
though.
Signed-off-by: Seebs <seebs@seebs.net>
2018-01-14 16:01:55 +09:00
Hajime Hoshi
6ae67fc6dd
graphics: Add ColorM.Apply ( #432 )
2017-10-14 23:58:09 +09:00
Hajime Hoshi
a7fc463d91
doc: Improve comments
2017-10-01 03:15:50 +09:00
Hajime Hoshi
2a9873a4bb
affine: Add GeoM.Apply ( #432 )
2017-09-16 17:19:45 +09:00
Hajime Hoshi
803aa77c20
affine: Refactoring
2017-09-16 15:49:12 +09:00
Hajime Hoshi
6db96f5442
affine: Make GeoM.Rotate faster
2017-05-28 04:16:11 +09:00
Hajime Hoshi
dad427920d
affine: Add Reset function
2017-05-28 00:49:44 +09:00
Hajime Hoshi
6db994f0e8
graphics: Optimize GeoM
2017-05-24 00:57:57 +09:00
Hajime Hoshi
6e84919ed5
affine: Make Scale/Translate faster
2017-01-20 01:08:14 +09:00
Hajime Hoshi
48c8934838
affine: Refactoring
2017-01-20 00:46:25 +09:00
Hajime Hoshi
dfcd9fc30c
graphics: Make matrices faster
2017-01-20 00:37:51 +09:00
Hajime Hoshi
71a4465c6f
graphics: Improve matrices speed
2017-01-19 12:07:31 +09:00
Hajime Hoshi
9087269212
graphics: Make copying GeoM faster
2017-01-19 10:59:07 +09:00
Hajime Hoshi
a744285b51
graphics: Make copying ColorM faster
2017-01-18 02:25:23 +09:00
Hajime Hoshi
7bd2fb6ce2
graphics: Bug fix: ColorM.Scale worked wrongly
2016-11-27 23:27:20 +09:00
Hajime Hoshi
b188a0dd99
affine: Stop using multiple-dimension array for consistency
2016-11-01 23:32:27 +09:00
Hajime Hoshi
edf336499c
affine: Revert ColorM implementation to use float64 array
2016-11-01 23:32:24 +09:00
Hajime Hoshi
4915531450
affine: Add ColorM.Equals
2016-11-01 00:28:07 +09:00
Hajime Hoshi
84baee8ca7
Add internals/affine
2016-11-01 00:13:19 +09:00