digitalmars.D.announce - gl3n - linear algebra and more for D
- David (64/64) Dec 02 2011 Hello,
- Kiith-Sa (27/103) Dec 03 2011 I looked at your project yesterday (found it on derelict forums)
- David (20/122) Dec 03 2011 Hi,
- =?ISO-8859-1?Q?Alex_R=F8nne_Petersen?= (6/144) Dec 04 2011 You can make a gl3n.linalg.all modules that goes like:
- David (3/163) Dec 04 2011 Yeah I know, but that's the reason why I don't do it, I don't like the
- =?ISO-8859-1?Q?Alex_R=F8nne_Petersen?= (4/179) Dec 04 2011 It's the only way you can do it in D. gl3n.linalg will always conflict
- Timon Gehr (2/186) Dec 04 2011 I usually use "_" instead of "all".
- dsimcha (6/70) Dec 03 2011 I don't know much about computer graphics but I take it that a sane
- David (14/96) Dec 03 2011 We talked yesterday about this topic a bit (freenode.#D):
- Peter Alexander (3/21) Dec 04 2011 That's right. Game maths revolves around small vectors and matrices,
- Eric Poggel (JoeCoder) (2/8) Dec 04 2011 I can see myself using this. Thanks for your work.
- David (4/4) Dec 04 2011 Ah finally, I spent today some work on adding and finishing the
- bearophile (4/16) Dec 04 2011 This seems the 15th D implementation of certain things I've seen so far....
- ParticlePeter (35/35) Dec 05 2011 Hi David,
- David (19/54) Dec 05 2011 Hi
- ParticlePeter (7/7) Dec 05 2011 Hi,
- Mike Parker (11/18) Dec 05 2011 Your problem comes from misunderstanding what 'import' means. The import...
Hello, I am currently working on gl3n - https://bitbucket.org/dav1d/gl3n - gl3n provides all the math you need to work with OpenGL, DirectX or just vectors and matrices (it's mainly targeted at graphics - gl3n will never be more then a pure math library). What it supports: * vectors * matrices * quaternions * interpolation (lerp, slerp, hermite, catmull rom, nearest) * nearly all glsl functions (according to spec 4.1) * some more cool features, like templated types (vectors, matrices, quats), cool ctors, dynamic swizzling And the best is, it's MIT licensed ;). Unfortunatly there's no documentation yet, but it shouldn't be hard to understand how to use it, if you run anytime into troubles just take a look into the source, I did add to every part of the lib unittests, so you can see how it works when looking at the unittests, furthermore I am very often at #D on freenode. But gl3n isn't finished! My current plans are to add more interpolation functions and the rest of the glsl defined functions, but I am new to graphics programming (about 4 months I am now into OpenGL), so tell me what you're missing, the chances are good that I'll implement and add it. So let me know what you think about it. Before I forget it, a bit of code to show you how to use gl3n: ------------------------------------------------------------------------ vec4 v4 = vec4(1.0f, vec3(2.0f, 3.0f, 4.0f)); vec4 v4 = vec4(1.0f, vec4(1.0f, 2.0f, 3.0f, 4.0f).xyz)); // "dynamic" swizzling with opDispatch vec3 v3 = my_3dvec.rgb; float[] foo = v4.xyzzzwzyyxw // not useful but possible! glUniformMatrix4fv(location, 1, GL_TRUE, mat4.translation(-0.5f, -0.54f, 0.42f).rotatex(PI).rotatez(PI/2).value_ptr); // yes they are row major! mat3 inv_view = view.rotation; mat3 inv_view = mat3(view); mat4 m4 = mat4(vec4(1.0f, 2.0f, 3.0f, 4.0f), 5.0f, 6.0f, 7.0f, 8.0f, vec4(...) ...); struct Camera { vec3 position = vec3(0.0f, 0.0f, 0.0f); quat orientation = quat.identity; Camera rotatex(real alpha) { orientation.rotatex(alpha); return this; } Camera rotatey(real alpha) { orientation.rotatey(alpha); return this; } Camera rotatez(real alpha) { orientation.rotatez(alpha); return this; } Camera move(float x, float y, float z) { position += vec3(x, y, z); return this; } Camera move(vec3 s) { position += s; return this; } property camera() { //writefln("yaw: %s, pitch: %s, roll: %s", degrees(orientation.yaw), degrees(orientation.pitch), degrees(orientation.roll)); return mat4.translation(position.x, position.y, position.z) * orientation.to_matrix!(4,4); } } glUniformMatrix4fv(programs.main.view, 1, GL_TRUE, cam.camera.value_ptr); glUniformMatrix3fv(programs.main.inv_rot, 1, GL_TRUE, cam.orientation.to_matrix!(3,3).inverse.value_ptr); ------------------------------------------------------------------------ I hope this gave you a little introduction of gl3n. - dav1d
Dec 02 2011
David wrote:Hello, I am currently working on gl3n - https://bitbucket.org/dav1d/gl3n - gl3n provides all the math you need to work with OpenGL, DirectX or just vectors and matrices (it's mainly targeted at graphics - gl3n will never be more then a pure math library). What it supports: * vectors * matrices * quaternions * interpolation (lerp, slerp, hermite, catmull rom, nearest) * nearly all glsl functions (according to spec 4.1) * some more cool features, like templated types (vectors, matrices, quats), cool ctors, dynamic swizzling And the best is, it's MIT licensed ;). Unfortunatly there's no documentation yet, but it shouldn't be hard to understand how to use it, if you run anytime into troubles just take a look into the source, I did add to every part of the lib unittests, so you can see how it works when looking at the unittests, furthermore I am very often at #D on freenode. But gl3n isn't finished! My current plans are to add more interpolation functions and the rest of the glsl defined functions, but I am new to graphics programming (about 4 months I am now into OpenGL), so tell me what you're missing, the chances are good that I'll implement and add it. So let me know what you think about it. Before I forget it, a bit of code to show you how to use gl3n: ------------------------------------------------------------------------ vec4 v4 = vec4(1.0f, vec3(2.0f, 3.0f, 4.0f)); vec4 v4 = vec4(1.0f, vec4(1.0f, 2.0f, 3.0f, 4.0f).xyz)); // "dynamic" swizzling with opDispatch vec3 v3 = my_3dvec.rgb; float[] foo = v4.xyzzzwzyyxw // not useful but possible! glUniformMatrix4fv(location, 1, GL_TRUE, mat4.translation(-0.5f, -0.54f, 0.42f).rotatex(PI).rotatez(PI/2).value_ptr); // yes they are row major! mat3 inv_view = view.rotation; mat3 inv_view = mat3(view); mat4 m4 = mat4(vec4(1.0f, 2.0f, 3.0f, 4.0f), 5.0f, 6.0f, 7.0f, 8.0f, vec4(...) ...); struct Camera { vec3 position = vec3(0.0f, 0.0f, 0.0f); quat orientation = quat.identity; Camera rotatex(real alpha) { orientation.rotatex(alpha); return this; } Camera rotatey(real alpha) { orientation.rotatey(alpha); return this; } Camera rotatez(real alpha) { orientation.rotatez(alpha); return this; } Camera move(float x, float y, float z) { position += vec3(x, y, z); return this; } Camera move(vec3 s) { position += s; return this; } property camera() { //writefln("yaw: %s, pitch: %s, roll: %s", degrees(orientation.yaw), degrees(orientation.pitch), degrees(orientation.roll)); return mat4.translation(position.x, position.y, position.z) * orientation.to_matrix!(4,4); } } glUniformMatrix4fv(programs.main.view, 1, GL_TRUE, cam.camera.value_ptr); glUniformMatrix3fv(programs.main.inv_rot, 1, GL_TRUE, cam.orientation.to_matrix!(3,3).inverse.value_ptr); ------------------------------------------------------------------------ I hope this gave you a little introduction of gl3n. - dav1dI looked at your project yesterday (found it on derelict forums) and it looks really good. Currently I'm using my own code for vectors/matrices but a dedicated library could be better. My comments: Not sure if DMD will do a good job optimizing your code atm (probably no way around this but to wait - uglifying the code would serve no purpose) In the future, SSE support would be nice (maybe will be easier to do if we ever get SSE intrinsics) Seems like most of the code is in linalg.d - wouldn't it be more maintainable to have it separated for each struct, and then public import it through one module for easy usage? I'm doing a lot of 2D work, and could use at least a rectangle/aabbox struct (if I use your lib, I'll implement rectangles on top of it anyway). Some other structs might also be useful (3D aabbox, circle, sphere?) Although, if you want to be as close to GLSL as possible, this might not be a good idea. Most D projects are under the Boost license. If you want to get this to Phobos, (I'd like something like this in Phobos :P) I recommend using that license (IANAL, but I don't see much difference between MIT and Boost) The GLSL style is good if you want it as close to GLSL as possible, but it'd be good to have more D-style aliases (again hinting at Phobos). (Personally I'd probably use the GLSL style, though)
Dec 03 2011
Am 03.12.2011 22:32, schrieb Kiith-Sa:David wrote:Hi, Thanks for your feedback. SSE is planed, but it will be the last step, optimization at the end. Well gl3n shouldn't be the bottleneck anyways, because it's normally the GPU. I've already thought about splitting linalg into 3 different files (also it was suggested by some people), but I dont like how D(md) handles imports, something like this would be cool: import gl3n.linalg.matrix; import gl3n.linalg.vector; import gl3n.linalg.quaternion; import gl3n.linalg; // this would import gl3n.linalg.matrix/vector/quaternion publically Like __init__.py in Python, unfortunatly this isn't supported (yet?). It is also planed to add some useful stuff for graphics programming, like as you mentioned spheres or AABB (axis aligned bounding boxes). Well I dont want it to be GLSL conform (then it would be glm), because I dont like all of the GLSL design choices and D is much more poweful! I am glad you like it :) - dav1dHello, I am currently working on gl3n - https://bitbucket.org/dav1d/gl3n - gl3n provides all the math you need to work with OpenGL, DirectX or just vectors and matrices (it's mainly targeted at graphics - gl3n will never be more then a pure math library). What it supports: * vectors * matrices * quaternions * interpolation (lerp, slerp, hermite, catmull rom, nearest) * nearly all glsl functions (according to spec 4.1) * some more cool features, like templated types (vectors, matrices, quats), cool ctors, dynamic swizzling And the best is, it's MIT licensed ;). Unfortunatly there's no documentation yet, but it shouldn't be hard to understand how to use it, if you run anytime into troubles just take a look into the source, I did add to every part of the lib unittests, so you can see how it works when looking at the unittests, furthermore I am very often at #D on freenode. But gl3n isn't finished! My current plans are to add more interpolation functions and the rest of the glsl defined functions, but I am new to graphics programming (about 4 months I am now into OpenGL), so tell me what you're missing, the chances are good that I'll implement and add it. So let me know what you think about it. Before I forget it, a bit of code to show you how to use gl3n: ------------------------------------------------------------------------ vec4 v4 = vec4(1.0f, vec3(2.0f, 3.0f, 4.0f)); vec4 v4 = vec4(1.0f, vec4(1.0f, 2.0f, 3.0f, 4.0f).xyz)); // "dynamic" swizzling with opDispatch vec3 v3 = my_3dvec.rgb; float[] foo = v4.xyzzzwzyyxw // not useful but possible! glUniformMatrix4fv(location, 1, GL_TRUE, mat4.translation(-0.5f, -0.54f, 0.42f).rotatex(PI).rotatez(PI/2).value_ptr); // yes they are row major! mat3 inv_view = view.rotation; mat3 inv_view = mat3(view); mat4 m4 = mat4(vec4(1.0f, 2.0f, 3.0f, 4.0f), 5.0f, 6.0f, 7.0f, 8.0f, vec4(...) ...); struct Camera { vec3 position = vec3(0.0f, 0.0f, 0.0f); quat orientation = quat.identity; Camera rotatex(real alpha) { orientation.rotatex(alpha); return this; } Camera rotatey(real alpha) { orientation.rotatey(alpha); return this; } Camera rotatez(real alpha) { orientation.rotatez(alpha); return this; } Camera move(float x, float y, float z) { position += vec3(x, y, z); return this; } Camera move(vec3 s) { position += s; return this; } property camera() { //writefln("yaw: %s, pitch: %s, roll: %s", degrees(orientation.yaw), degrees(orientation.pitch), degrees(orientation.roll)); return mat4.translation(position.x, position.y, position.z) * orientation.to_matrix!(4,4); } } glUniformMatrix4fv(programs.main.view, 1, GL_TRUE, cam.camera.value_ptr); glUniformMatrix3fv(programs.main.inv_rot, 1, GL_TRUE, cam.orientation.to_matrix!(3,3).inverse.value_ptr); ------------------------------------------------------------------------ I hope this gave you a little introduction of gl3n. - dav1dI looked at your project yesterday (found it on derelict forums) and it looks really good. Currently I'm using my own code for vectors/matrices but a dedicated library could be better. My comments: Not sure if DMD will do a good job optimizing your code atm (probably no way around this but to wait - uglifying the code would serve no purpose) In the future, SSE support would be nice (maybe will be easier to do if we ever get SSE intrinsics) Seems like most of the code is in linalg.d - wouldn't it be more maintainable to have it separated for each struct, and then public import it through one module for easy usage? I'm doing a lot of 2D work, and could use at least a rectangle/aabbox struct (if I use your lib, I'll implement rectangles on top of it anyway). Some other structs might also be useful (3D aabbox, circle, sphere?) Although, if you want to be as close to GLSL as possible, this might not be a good idea. Most D projects are under the Boost license. If you want to get this to Phobos, (I'd like something like this in Phobos :P) I recommend using that license (IANAL, but I don't see much difference between MIT and Boost) The GLSL style is good if you want it as close to GLSL as possible, but it'd be good to have more D-style aliases (again hinting at Phobos). (Personally I'd probably use the GLSL style, though)
Dec 03 2011
On 03-12-2011 23:36, David wrote:Am 03.12.2011 22:32, schrieb Kiith-Sa:You can make a gl3n.linalg.all modules that goes like: public import gl3n.linalg.matrix; public import gl3n.linalg.vector; etc... - AlexDavid wrote:Hi, Thanks for your feedback. SSE is planed, but it will be the last step, optimization at the end. Well gl3n shouldn't be the bottleneck anyways, because it's normally the GPU. I've already thought about splitting linalg into 3 different files (also it was suggested by some people), but I dont like how D(md) handles imports, something like this would be cool: import gl3n.linalg.matrix; import gl3n.linalg.vector; import gl3n.linalg.quaternion; import gl3n.linalg; // this would import gl3n.linalg.matrix/vector/quaternion publically Like __init__.py in Python, unfortunatly this isn't supported (yet?). It is also planed to add some useful stuff for graphics programming, like as you mentioned spheres or AABB (axis aligned bounding boxes). Well I dont want it to be GLSL conform (then it would be glm), because I dont like all of the GLSL design choices and D is much more poweful! I am glad you like it :) - dav1dHello, I am currently working on gl3n - https://bitbucket.org/dav1d/gl3n - gl3n provides all the math you need to work with OpenGL, DirectX or just vectors and matrices (it's mainly targeted at graphics - gl3n will never be more then a pure math library). What it supports: * vectors * matrices * quaternions * interpolation (lerp, slerp, hermite, catmull rom, nearest) * nearly all glsl functions (according to spec 4.1) * some more cool features, like templated types (vectors, matrices, quats), cool ctors, dynamic swizzling And the best is, it's MIT licensed ;). Unfortunatly there's no documentation yet, but it shouldn't be hard to understand how to use it, if you run anytime into troubles just take a look into the source, I did add to every part of the lib unittests, so you can see how it works when looking at the unittests, furthermore I am very often at #D on freenode. But gl3n isn't finished! My current plans are to add more interpolation functions and the rest of the glsl defined functions, but I am new to graphics programming (about 4 months I am now into OpenGL), so tell me what you're missing, the chances are good that I'll implement and add it. So let me know what you think about it. Before I forget it, a bit of code to show you how to use gl3n: ------------------------------------------------------------------------ vec4 v4 = vec4(1.0f, vec3(2.0f, 3.0f, 4.0f)); vec4 v4 = vec4(1.0f, vec4(1.0f, 2.0f, 3.0f, 4.0f).xyz)); // "dynamic" swizzling with opDispatch vec3 v3 = my_3dvec.rgb; float[] foo = v4.xyzzzwzyyxw // not useful but possible! glUniformMatrix4fv(location, 1, GL_TRUE, mat4.translation(-0.5f, -0.54f, 0.42f).rotatex(PI).rotatez(PI/2).value_ptr); // yes they are row major! mat3 inv_view = view.rotation; mat3 inv_view = mat3(view); mat4 m4 = mat4(vec4(1.0f, 2.0f, 3.0f, 4.0f), 5.0f, 6.0f, 7.0f, 8.0f, vec4(...) ...); struct Camera { vec3 position = vec3(0.0f, 0.0f, 0.0f); quat orientation = quat.identity; Camera rotatex(real alpha) { orientation.rotatex(alpha); return this; } Camera rotatey(real alpha) { orientation.rotatey(alpha); return this; } Camera rotatez(real alpha) { orientation.rotatez(alpha); return this; } Camera move(float x, float y, float z) { position += vec3(x, y, z); return this; } Camera move(vec3 s) { position += s; return this; } property camera() { //writefln("yaw: %s, pitch: %s, roll: %s", degrees(orientation.yaw), degrees(orientation.pitch), degrees(orientation.roll)); return mat4.translation(position.x, position.y, position.z) * orientation.to_matrix!(4,4); } } glUniformMatrix4fv(programs.main.view, 1, GL_TRUE, cam.camera.value_ptr); glUniformMatrix3fv(programs.main.inv_rot, 1, GL_TRUE, cam.orientation.to_matrix!(3,3).inverse.value_ptr); ------------------------------------------------------------------------ I hope this gave you a little introduction of gl3n. - dav1dI looked at your project yesterday (found it on derelict forums) and it looks really good. Currently I'm using my own code for vectors/matrices but a dedicated library could be better. My comments: Not sure if DMD will do a good job optimizing your code atm (probably no way around this but to wait - uglifying the code would serve no purpose) In the future, SSE support would be nice (maybe will be easier to do if we ever get SSE intrinsics) Seems like most of the code is in linalg.d - wouldn't it be more maintainable to have it separated for each struct, and then public import it through one module for easy usage? I'm doing a lot of 2D work, and could use at least a rectangle/aabbox struct (if I use your lib, I'll implement rectangles on top of it anyway). Some other structs might also be useful (3D aabbox, circle, sphere?) Although, if you want to be as close to GLSL as possible, this might not be a good idea. Most D projects are under the Boost license. If you want to get this to Phobos, (I'd like something like this in Phobos :P) I recommend using that license (IANAL, but I don't see much difference between MIT and Boost) The GLSL style is good if you want it as close to GLSL as possible, but it'd be good to have more D-style aliases (again hinting at Phobos). (Personally I'd probably use the GLSL style, though)
Dec 04 2011
Am 04.12.2011 14:16, schrieb Alex Rønne Petersen:On 03-12-2011 23:36, David wrote:Yeah I know, but that's the reason why I don't do it, I don't like the all part. Maybe it's just a personal dislike.Am 03.12.2011 22:32, schrieb Kiith-Sa:You can make a gl3n.linalg.all modules that goes like: public import gl3n.linalg.matrix; public import gl3n.linalg.vector; etc... - AlexDavid wrote:Hi, Thanks for your feedback. SSE is planed, but it will be the last step, optimization at the end. Well gl3n shouldn't be the bottleneck anyways, because it's normally the GPU. I've already thought about splitting linalg into 3 different files (also it was suggested by some people), but I dont like how D(md) handles imports, something like this would be cool: import gl3n.linalg.matrix; import gl3n.linalg.vector; import gl3n.linalg.quaternion; import gl3n.linalg; // this would import gl3n.linalg.matrix/vector/quaternion publically Like __init__.py in Python, unfortunatly this isn't supported (yet?). It is also planed to add some useful stuff for graphics programming, like as you mentioned spheres or AABB (axis aligned bounding boxes). Well I dont want it to be GLSL conform (then it would be glm), because I dont like all of the GLSL design choices and D is much more poweful! I am glad you like it :) - dav1dHello, I am currently working on gl3n - https://bitbucket.org/dav1d/gl3n - gl3n provides all the math you need to work with OpenGL, DirectX or just vectors and matrices (it's mainly targeted at graphics - gl3n will never be more then a pure math library). What it supports: * vectors * matrices * quaternions * interpolation (lerp, slerp, hermite, catmull rom, nearest) * nearly all glsl functions (according to spec 4.1) * some more cool features, like templated types (vectors, matrices, quats), cool ctors, dynamic swizzling And the best is, it's MIT licensed ;). Unfortunatly there's no documentation yet, but it shouldn't be hard to understand how to use it, if you run anytime into troubles just take a look into the source, I did add to every part of the lib unittests, so you can see how it works when looking at the unittests, furthermore I am very often at #D on freenode. But gl3n isn't finished! My current plans are to add more interpolation functions and the rest of the glsl defined functions, but I am new to graphics programming (about 4 months I am now into OpenGL), so tell me what you're missing, the chances are good that I'll implement and add it. So let me know what you think about it. Before I forget it, a bit of code to show you how to use gl3n: ------------------------------------------------------------------------ vec4 v4 = vec4(1.0f, vec3(2.0f, 3.0f, 4.0f)); vec4 v4 = vec4(1.0f, vec4(1.0f, 2.0f, 3.0f, 4.0f).xyz)); // "dynamic" swizzling with opDispatch vec3 v3 = my_3dvec.rgb; float[] foo = v4.xyzzzwzyyxw // not useful but possible! glUniformMatrix4fv(location, 1, GL_TRUE, mat4.translation(-0.5f, -0.54f, 0.42f).rotatex(PI).rotatez(PI/2).value_ptr); // yes they are row major! mat3 inv_view = view.rotation; mat3 inv_view = mat3(view); mat4 m4 = mat4(vec4(1.0f, 2.0f, 3.0f, 4.0f), 5.0f, 6.0f, 7.0f, 8.0f, vec4(...) ...); struct Camera { vec3 position = vec3(0.0f, 0.0f, 0.0f); quat orientation = quat.identity; Camera rotatex(real alpha) { orientation.rotatex(alpha); return this; } Camera rotatey(real alpha) { orientation.rotatey(alpha); return this; } Camera rotatez(real alpha) { orientation.rotatez(alpha); return this; } Camera move(float x, float y, float z) { position += vec3(x, y, z); return this; } Camera move(vec3 s) { position += s; return this; } property camera() { //writefln("yaw: %s, pitch: %s, roll: %s", degrees(orientation.yaw), degrees(orientation.pitch), degrees(orientation.roll)); return mat4.translation(position.x, position.y, position.z) * orientation.to_matrix!(4,4); } } glUniformMatrix4fv(programs.main.view, 1, GL_TRUE, cam.camera.value_ptr); glUniformMatrix3fv(programs.main.inv_rot, 1, GL_TRUE, cam.orientation.to_matrix!(3,3).inverse.value_ptr); ------------------------------------------------------------------------ I hope this gave you a little introduction of gl3n. - dav1dI looked at your project yesterday (found it on derelict forums) and it looks really good. Currently I'm using my own code for vectors/matrices but a dedicated library could be better. My comments: Not sure if DMD will do a good job optimizing your code atm (probably no way around this but to wait - uglifying the code would serve no purpose) In the future, SSE support would be nice (maybe will be easier to do if we ever get SSE intrinsics) Seems like most of the code is in linalg.d - wouldn't it be more maintainable to have it separated for each struct, and then public import it through one module for easy usage? I'm doing a lot of 2D work, and could use at least a rectangle/aabbox struct (if I use your lib, I'll implement rectangles on top of it anyway). Some other structs might also be useful (3D aabbox, circle, sphere?) Although, if you want to be as close to GLSL as possible, this might not be a good idea. Most D projects are under the Boost license. If you want to get this to Phobos, (I'd like something like this in Phobos :P) I recommend using that license (IANAL, but I don't see much difference between MIT and Boost) The GLSL style is good if you want it as close to GLSL as possible, but it'd be good to have more D-style aliases (again hinting at Phobos). (Personally I'd probably use the GLSL style, though)
Dec 04 2011
On 04-12-2011 14:22, David wrote:Am 04.12.2011 14:16, schrieb Alex Rønne Petersen:It's the only way you can do it in D. gl3n.linalg will always conflict because that's the name of the package. - AlexOn 03-12-2011 23:36, David wrote:Yeah I know, but that's the reason why I don't do it, I don't like the all part. Maybe it's just a personal dislike.Am 03.12.2011 22:32, schrieb Kiith-Sa:You can make a gl3n.linalg.all modules that goes like: public import gl3n.linalg.matrix; public import gl3n.linalg.vector; etc... - AlexDavid wrote:Hi, Thanks for your feedback. SSE is planed, but it will be the last step, optimization at the end. Well gl3n shouldn't be the bottleneck anyways, because it's normally the GPU. I've already thought about splitting linalg into 3 different files (also it was suggested by some people), but I dont like how D(md) handles imports, something like this would be cool: import gl3n.linalg.matrix; import gl3n.linalg.vector; import gl3n.linalg.quaternion; import gl3n.linalg; // this would import gl3n.linalg.matrix/vector/quaternion publically Like __init__.py in Python, unfortunatly this isn't supported (yet?). It is also planed to add some useful stuff for graphics programming, like as you mentioned spheres or AABB (axis aligned bounding boxes). Well I dont want it to be GLSL conform (then it would be glm), because I dont like all of the GLSL design choices and D is much more poweful! I am glad you like it :) - dav1dHello, I am currently working on gl3n - https://bitbucket.org/dav1d/gl3n - gl3n provides all the math you need to work with OpenGL, DirectX or just vectors and matrices (it's mainly targeted at graphics - gl3n will never be more then a pure math library). What it supports: * vectors * matrices * quaternions * interpolation (lerp, slerp, hermite, catmull rom, nearest) * nearly all glsl functions (according to spec 4.1) * some more cool features, like templated types (vectors, matrices, quats), cool ctors, dynamic swizzling And the best is, it's MIT licensed ;). Unfortunatly there's no documentation yet, but it shouldn't be hard to understand how to use it, if you run anytime into troubles just take a look into the source, I did add to every part of the lib unittests, so you can see how it works when looking at the unittests, furthermore I am very often at #D on freenode. But gl3n isn't finished! My current plans are to add more interpolation functions and the rest of the glsl defined functions, but I am new to graphics programming (about 4 months I am now into OpenGL), so tell me what you're missing, the chances are good that I'll implement and add it. So let me know what you think about it. Before I forget it, a bit of code to show you how to use gl3n: ------------------------------------------------------------------------ vec4 v4 = vec4(1.0f, vec3(2.0f, 3.0f, 4.0f)); vec4 v4 = vec4(1.0f, vec4(1.0f, 2.0f, 3.0f, 4.0f).xyz)); // "dynamic" swizzling with opDispatch vec3 v3 = my_3dvec.rgb; float[] foo = v4.xyzzzwzyyxw // not useful but possible! glUniformMatrix4fv(location, 1, GL_TRUE, mat4.translation(-0.5f, -0.54f, 0.42f).rotatex(PI).rotatez(PI/2).value_ptr); // yes they are row major! mat3 inv_view = view.rotation; mat3 inv_view = mat3(view); mat4 m4 = mat4(vec4(1.0f, 2.0f, 3.0f, 4.0f), 5.0f, 6.0f, 7.0f, 8.0f, vec4(...) ...); struct Camera { vec3 position = vec3(0.0f, 0.0f, 0.0f); quat orientation = quat.identity; Camera rotatex(real alpha) { orientation.rotatex(alpha); return this; } Camera rotatey(real alpha) { orientation.rotatey(alpha); return this; } Camera rotatez(real alpha) { orientation.rotatez(alpha); return this; } Camera move(float x, float y, float z) { position += vec3(x, y, z); return this; } Camera move(vec3 s) { position += s; return this; } property camera() { //writefln("yaw: %s, pitch: %s, roll: %s", degrees(orientation.yaw), degrees(orientation.pitch), degrees(orientation.roll)); return mat4.translation(position.x, position.y, position.z) * orientation.to_matrix!(4,4); } } glUniformMatrix4fv(programs.main.view, 1, GL_TRUE, cam.camera.value_ptr); glUniformMatrix3fv(programs.main.inv_rot, 1, GL_TRUE, cam.orientation.to_matrix!(3,3).inverse.value_ptr); ------------------------------------------------------------------------ I hope this gave you a little introduction of gl3n. - dav1dI looked at your project yesterday (found it on derelict forums) and it looks really good. Currently I'm using my own code for vectors/matrices but a dedicated library could be better. My comments: Not sure if DMD will do a good job optimizing your code atm (probably no way around this but to wait - uglifying the code would serve no purpose) In the future, SSE support would be nice (maybe will be easier to do if we ever get SSE intrinsics) Seems like most of the code is in linalg.d - wouldn't it be more maintainable to have it separated for each struct, and then public import it through one module for easy usage? I'm doing a lot of 2D work, and could use at least a rectangle/aabbox struct (if I use your lib, I'll implement rectangles on top of it anyway). Some other structs might also be useful (3D aabbox, circle, sphere?) Although, if you want to be as close to GLSL as possible, this might not be a good idea. Most D projects are under the Boost license. If you want to get this to Phobos, (I'd like something like this in Phobos :P) I recommend using that license (IANAL, but I don't see much difference between MIT and Boost) The GLSL style is good if you want it as close to GLSL as possible, but it'd be good to have more D-style aliases (again hinting at Phobos). (Personally I'd probably use the GLSL style, though)
Dec 04 2011
On 12/04/2011 02:27 PM, Alex Rønne Petersen wrote:On 04-12-2011 14:22, David wrote:I usually use "_" instead of "all".Am 04.12.2011 14:16, schrieb Alex Rønne Petersen:It's the only way you can do it in D. gl3n.linalg will always conflict because that's the name of the package. - AlexOn 03-12-2011 23:36, David wrote:Yeah I know, but that's the reason why I don't do it, I don't like the all part. Maybe it's just a personal dislike.Am 03.12.2011 22:32, schrieb Kiith-Sa:You can make a gl3n.linalg.all modules that goes like: public import gl3n.linalg.matrix; public import gl3n.linalg.vector; etc... - AlexDavid wrote:Hi, Thanks for your feedback. SSE is planed, but it will be the last step, optimization at the end. Well gl3n shouldn't be the bottleneck anyways, because it's normally the GPU. I've already thought about splitting linalg into 3 different files (also it was suggested by some people), but I dont like how D(md) handles imports, something like this would be cool: import gl3n.linalg.matrix; import gl3n.linalg.vector; import gl3n.linalg.quaternion; import gl3n.linalg; // this would import gl3n.linalg.matrix/vector/quaternion publically Like __init__.py in Python, unfortunatly this isn't supported (yet?). It is also planed to add some useful stuff for graphics programming, like as you mentioned spheres or AABB (axis aligned bounding boxes). Well I dont want it to be GLSL conform (then it would be glm), because I dont like all of the GLSL design choices and D is much more poweful! I am glad you like it :) - dav1dHello, I am currently working on gl3n - https://bitbucket.org/dav1d/gl3n - gl3n provides all the math you need to work with OpenGL, DirectX or just vectors and matrices (it's mainly targeted at graphics - gl3n will never be more then a pure math library). What it supports: * vectors * matrices * quaternions * interpolation (lerp, slerp, hermite, catmull rom, nearest) * nearly all glsl functions (according to spec 4.1) * some more cool features, like templated types (vectors, matrices, quats), cool ctors, dynamic swizzling And the best is, it's MIT licensed ;). Unfortunatly there's no documentation yet, but it shouldn't be hard to understand how to use it, if you run anytime into troubles just take a look into the source, I did add to every part of the lib unittests, so you can see how it works when looking at the unittests, furthermore I am very often at #D on freenode. But gl3n isn't finished! My current plans are to add more interpolation functions and the rest of the glsl defined functions, but I am new to graphics programming (about 4 months I am now into OpenGL), so tell me what you're missing, the chances are good that I'll implement and add it. So let me know what you think about it. Before I forget it, a bit of code to show you how to use gl3n: ------------------------------------------------------------------------ vec4 v4 = vec4(1.0f, vec3(2.0f, 3.0f, 4.0f)); vec4 v4 = vec4(1.0f, vec4(1.0f, 2.0f, 3.0f, 4.0f).xyz)); // "dynamic" swizzling with opDispatch vec3 v3 = my_3dvec.rgb; float[] foo = v4.xyzzzwzyyxw // not useful but possible! glUniformMatrix4fv(location, 1, GL_TRUE, mat4.translation(-0.5f, -0.54f, 0.42f).rotatex(PI).rotatez(PI/2).value_ptr); // yes they are row major! mat3 inv_view = view.rotation; mat3 inv_view = mat3(view); mat4 m4 = mat4(vec4(1.0f, 2.0f, 3.0f, 4.0f), 5.0f, 6.0f, 7.0f, 8.0f, vec4(...) ...); struct Camera { vec3 position = vec3(0.0f, 0.0f, 0.0f); quat orientation = quat.identity; Camera rotatex(real alpha) { orientation.rotatex(alpha); return this; } Camera rotatey(real alpha) { orientation.rotatey(alpha); return this; } Camera rotatez(real alpha) { orientation.rotatez(alpha); return this; } Camera move(float x, float y, float z) { position += vec3(x, y, z); return this; } Camera move(vec3 s) { position += s; return this; } property camera() { //writefln("yaw: %s, pitch: %s, roll: %s", degrees(orientation.yaw), degrees(orientation.pitch), degrees(orientation.roll)); return mat4.translation(position.x, position.y, position.z) * orientation.to_matrix!(4,4); } } glUniformMatrix4fv(programs.main.view, 1, GL_TRUE, cam.camera.value_ptr); glUniformMatrix3fv(programs.main.inv_rot, 1, GL_TRUE, cam.orientation.to_matrix!(3,3).inverse.value_ptr); ------------------------------------------------------------------------ I hope this gave you a little introduction of gl3n. - dav1dI looked at your project yesterday (found it on derelict forums) and it looks really good. Currently I'm using my own code for vectors/matrices but a dedicated library could be better. My comments: Not sure if DMD will do a good job optimizing your code atm (probably no way around this but to wait - uglifying the code would serve no purpose) In the future, SSE support would be nice (maybe will be easier to do if we ever get SSE intrinsics) Seems like most of the code is in linalg.d - wouldn't it be more maintainable to have it separated for each struct, and then public import it through one module for easy usage? I'm doing a lot of 2D work, and could use at least a rectangle/aabbox struct (if I use your lib, I'll implement rectangles on top of it anyway). Some other structs might also be useful (3D aabbox, circle, sphere?) Although, if you want to be as close to GLSL as possible, this might not be a good idea. Most D projects are under the Boost license. If you want to get this to Phobos, (I'd like something like this in Phobos :P) I recommend using that license (IANAL, but I don't see much difference between MIT and Boost) The GLSL style is good if you want it as close to GLSL as possible, but it'd be good to have more D-style aliases (again hinting at Phobos). (Personally I'd probably use the GLSL style, though)
Dec 04 2011
I don't know much about computer graphics but I take it that a sane design for a matrix/vector library geared towards graphics is completely different from one geared towards general numerics/scientific computing? I'm trying to understand whether SciD (which uses BLAS/LAPACK and expression templates) overlaps with this at all. On 12/2/2011 5:36 PM, David wrote:Hello, I am currently working on gl3n - https://bitbucket.org/dav1d/gl3n - gl3n provides all the math you need to work with OpenGL, DirectX or just vectors and matrices (it's mainly targeted at graphics - gl3n will never be more then a pure math library). What it supports: * vectors * matrices * quaternions * interpolation (lerp, slerp, hermite, catmull rom, nearest) * nearly all glsl functions (according to spec 4.1) * some more cool features, like templated types (vectors, matrices, quats), cool ctors, dynamic swizzling And the best is, it's MIT licensed ;). Unfortunatly there's no documentation yet, but it shouldn't be hard to understand how to use it, if you run anytime into troubles just take a look into the source, I did add to every part of the lib unittests, so you can see how it works when looking at the unittests, furthermore I am very often at #D on freenode. But gl3n isn't finished! My current plans are to add more interpolation functions and the rest of the glsl defined functions, but I am new to graphics programming (about 4 months I am now into OpenGL), so tell me what you're missing, the chances are good that I'll implement and add it. So let me know what you think about it. Before I forget it, a bit of code to show you how to use gl3n: ------------------------------------------------------------------------ vec4 v4 = vec4(1.0f, vec3(2.0f, 3.0f, 4.0f)); vec4 v4 = vec4(1.0f, vec4(1.0f, 2.0f, 3.0f, 4.0f).xyz)); // "dynamic" swizzling with opDispatch vec3 v3 = my_3dvec.rgb; float[] foo = v4.xyzzzwzyyxw // not useful but possible! glUniformMatrix4fv(location, 1, GL_TRUE, mat4.translation(-0.5f, -0.54f, 0.42f).rotatex(PI).rotatez(PI/2).value_ptr); // yes they are row major! mat3 inv_view = view.rotation; mat3 inv_view = mat3(view); mat4 m4 = mat4(vec4(1.0f, 2.0f, 3.0f, 4.0f), 5.0f, 6.0f, 7.0f, 8.0f, vec4(…) …); struct Camera { vec3 position = vec3(0.0f, 0.0f, 0.0f); quat orientation = quat.identity; Camera rotatex(real alpha) { orientation.rotatex(alpha); return this; } Camera rotatey(real alpha) { orientation.rotatey(alpha); return this; } Camera rotatez(real alpha) { orientation.rotatez(alpha); return this; } Camera move(float x, float y, float z) { position += vec3(x, y, z); return this; } Camera move(vec3 s) { position += s; return this; } property camera() { //writefln("yaw: %s, pitch: %s, roll: %s", degrees(orientation.yaw), degrees(orientation.pitch), degrees(orientation.roll)); return mat4.translation(position.x, position.y, position.z) * orientation.to_matrix!(4,4); } } glUniformMatrix4fv(programs.main.view, 1, GL_TRUE, cam.camera.value_ptr); glUniformMatrix3fv(programs.main.inv_rot, 1, GL_TRUE, cam.orientation.to_matrix!(3,3).inverse.value_ptr); ------------------------------------------------------------------------ I hope this gave you a little introduction of gl3n. - dav1d
Dec 03 2011
Am 04.12.2011 01:38, schrieb dsimcha:I don't know much about computer graphics but I take it that a sane design for a matrix/vector library geared towards graphics is completely different from one geared towards general numerics/scientific computing? I'm trying to understand whether SciD (which uses BLAS/LAPACK and expression templates) overlaps with this at all. On 12/2/2011 5:36 PM, David wrote:We talked yesterday about this topic a bit (freenode.#D): klickverbot dav1d: Just to clear up the confusion, scientific linear algebra stuff is a completely different beast than game math. Games is fast 4x4 matrices, numerics is intricate algorithms for 1000x1000 matrices (read: larger than you ever need in gamedev, even when your game uses string theory) klickverbot dav1d: I don't know gl3n specifically, but trust me, no gaming linear algebra lib is ever going to be a viable choice for science-y things and vice versa klickverbot dav1d: I mean, a gaming lib would e.g. never have LU, Cholesky, and all other different kinds of decomposition algorithms Well, I don't know a lot about this topic (scientific linear algebra), but it seems that they have different aims.Hello, I am currently working on gl3n - https://bitbucket.org/dav1d/gl3n - gl3n provides all the math you need to work with OpenGL, DirectX or just vectors and matrices (it's mainly targeted at graphics - gl3n will never be more then a pure math library). What it supports: * vectors * matrices * quaternions * interpolation (lerp, slerp, hermite, catmull rom, nearest) * nearly all glsl functions (according to spec 4.1) * some more cool features, like templated types (vectors, matrices, quats), cool ctors, dynamic swizzling And the best is, it's MIT licensed ;). Unfortunatly there's no documentation yet, but it shouldn't be hard to understand how to use it, if you run anytime into troubles just take a look into the source, I did add to every part of the lib unittests, so you can see how it works when looking at the unittests, furthermore I am very often at #D on freenode. But gl3n isn't finished! My current plans are to add more interpolation functions and the rest of the glsl defined functions, but I am new to graphics programming (about 4 months I am now into OpenGL), so tell me what you're missing, the chances are good that I'll implement and add it. So let me know what you think about it. Before I forget it, a bit of code to show you how to use gl3n: ------------------------------------------------------------------------ vec4 v4 = vec4(1.0f, vec3(2.0f, 3.0f, 4.0f)); vec4 v4 = vec4(1.0f, vec4(1.0f, 2.0f, 3.0f, 4.0f).xyz)); // "dynamic" swizzling with opDispatch vec3 v3 = my_3dvec.rgb; float[] foo = v4.xyzzzwzyyxw // not useful but possible! glUniformMatrix4fv(location, 1, GL_TRUE, mat4.translation(-0.5f, -0.54f, 0.42f).rotatex(PI).rotatez(PI/2).value_ptr); // yes they are row major! mat3 inv_view = view.rotation; mat3 inv_view = mat3(view); mat4 m4 = mat4(vec4(1.0f, 2.0f, 3.0f, 4.0f), 5.0f, 6.0f, 7.0f, 8.0f, vec4(…) …); struct Camera { vec3 position = vec3(0.0f, 0.0f, 0.0f); quat orientation = quat.identity; Camera rotatex(real alpha) { orientation.rotatex(alpha); return this; } Camera rotatey(real alpha) { orientation.rotatey(alpha); return this; } Camera rotatez(real alpha) { orientation.rotatez(alpha); return this; } Camera move(float x, float y, float z) { position += vec3(x, y, z); return this; } Camera move(vec3 s) { position += s; return this; } property camera() { //writefln("yaw: %s, pitch: %s, roll: %s", degrees(orientation.yaw), degrees(orientation.pitch), degrees(orientation.roll)); return mat4.translation(position.x, position.y, position.z) * orientation.to_matrix!(4,4); } } glUniformMatrix4fv(programs.main.view, 1, GL_TRUE, cam.camera.value_ptr); glUniformMatrix3fv(programs.main.inv_rot, 1, GL_TRUE, cam.orientation.to_matrix!(3,3).inverse.value_ptr); ------------------------------------------------------------------------ I hope this gave you a little introduction of gl3n. - dav1d
Dec 03 2011
On 4/12/11 12:56 AM, David wrote:Am 04.12.2011 01:38, schrieb dsimcha:That's right. Game maths revolves around small vectors and matrices, typically never above 4x4.I don't know much about computer graphics but I take it that a sane design for a matrix/vector library geared towards graphics is completely different from one geared towards general numerics/scientific computing? I'm trying to understand whether SciD (which uses BLAS/LAPACK and expression templates) overlaps with this at all.klickverbot dav1d: Just to clear up the confusion, scientific linear algebra stuff is a completely different beast than game math. Games is fast 4x4 matrices, numerics is intricate algorithms for 1000x1000 matrices (read: larger than you ever need in gamedev, even when your game uses string theory) klickverbot dav1d: I don't know gl3n specifically, but trust me, no gaming linear algebra lib is ever going to be a viable choice for science-y things and vice versa klickverbot dav1d: I mean, a gaming lib would e.g. never have LU, Cholesky, and all other different kinds of decomposition algorithms Well, I don't know a lot about this topic (scientific linear algebra), but it seems that they have different aims.
Dec 04 2011
On 12/2/2011 5:36 PM, David wrote:Hello, I am currently working on gl3n - https://bitbucket.org/dav1d/gl3n - gl3n provides all the math you need to work with OpenGL, DirectX or just vectors and matrices (it's mainly targeted at graphics - gl3n will never be more then a pure math library). What it supports: - dav1dI can see myself using this. Thanks for your work.
Dec 04 2011
Ah finally, I spent today some work on adding and finishing the documentation, the result: http://dav1d.bitbucket.org/gl3n/index.html Thanks for all your suggestions and the positive feedback so far :) - dav1d
Dec 04 2011
David:I am currently working on gl3n - https://bitbucket.org/dav1d/gl3n - gl3n provides all the math you need to work with OpenGL, DirectX or just vectors and matrices (it's mainly targeted at graphics - gl3n will never be more then a pure math library). What it supports: * vectors * matrices * quaternions * interpolation (lerp, slerp, hermite, catmull rom, nearest) * nearly all glsl functions (according to spec 4.1) * some more cool features, like templated types (vectors, matrices, quats), cool ctors, dynamic swizzlingThis seems the 15th D implementation of certain things I've seen so far. Also to avoid further duplication I'd like 2D/3D/4D vectors (for game or graphics purposes) in Phobos. Bye, bearophile
Dec 04 2011
On 12/04/2011 03:39 PM, bearophile wrote:This seems the 15th D implementation of certain things I've seen so far. Also to avoid further duplication I'd like 2D/3D/4D vectors (for game or graphics purposes) in Phobos.Isn't he a nice guy ? Since 5, maybe 6, years bearophile is complaining that D is not Python. And in case that bearophile is not in the mood to complain he fires up some obscure benchmarks or he is telling you why language X Y Z is better than D. Pretty annoying imho. My 2 cents OK, Somehow your announcement implicates that you've implemented a DirectX wrapper. "gl3n provides all the math you need to work with OpenGL, DirectX or just vectors and matrices,,, True ? Avail. ? Bjoern
Dec 04 2011
Am 05.12.2011 04:00, schrieb bls:On 12/04/2011 03:39 PM, bearophile wrote:Hehe, I wrote gl3n, because of a lack of alternatives and gl3n isn't intended to be merged into phobos! Oh DirectX, it is "just" "vectors and matrices", I think I'll remove DirectX (also I never used DirectX, so I can't tell a lot about it), thanks for pointing it out. - dav1dThis seems the 15th D implementation of certain things I've seen so far. Also to avoid further duplication I'd like 2D/3D/4D vectors (for game or graphics purposes) in Phobos.Isn't he a nice guy ? Since 5, maybe 6, years bearophile is complaining that D is not Python. And in case that bearophile is not in the mood to complain he fires up some obscure benchmarks or he is telling you why language X Y Z is better than D. Pretty annoying imho. My 2 cents OK, Somehow your announcement implicates that you've implemented a DirectX wrapper. "gl3n provides all the math you need to work with OpenGL, DirectX or just vectors and matrices,,, True ? Avail. ? Bjoern
Dec 05 2011
Hi David, what a lovely Library, very useful for me right now. I am using Derelict and have just right now written my first Shader Projection Matrix ( as Uniform ). As far as I can see, there is no code for a Projection Matrix in your Lib ( ignore this if I have just missed it ), so the attached method should do it. ( I found the original code here: http://www.geeks3d.com/20090729/howto-perspective-projection-matrix-in-opengl/ ) Now, a little embarrassing ... :-) I am with D for around 2 Weeks now, so ... how can I actually use your modules ? I am using VisualD, in the prefs I added the Path to the source code, but I am getting "cannot find symbol blah" when I build my project. Any idea why ? The d files are found, but what do I have to import ? Cheers, ParticlePeter begin 644 linalg_project.d M=BP 9FQO870 87-P96-T+"!F;&]A="!Z;F5A<BP 9FQO870 >F9A<B`I("![ M="!X>6UA>"`]('IN96%R("H =&%N*"!F;W8 *B!025]/5D527S,V,"`I(#L- M" EF;&]A="!Y;6EN(#T +7AY;6%X.PT*"69L;V%T('AM:6X /2`M>'EM87 [ M;F5A<CL-" EF;&]A="!Q(#T M;&]A="!W(#T M6S-=(#T ',#L-" T*?0`` ` end
Dec 05 2011
Am 05.12.2011 13:30, schrieb ParticlePeter:Hi David, what a lovely Library, very useful for me right now. I am using Derelict and have just right now written my first Shader Projection Matrix ( as Uniform ). As far as I can see, there is no code for a Projection Matrix in your Lib ( ignore this if I have just missed it ), so the attached method should do it. ( I found the original code here: http://www.geeks3d.com/20090729/howto-perspective-projection-matrix-in-opengl/ ) Now, a little embarrassing ... :-) I am with D for around 2 Weeks now, so ... how can I actually use your modules ? I am using VisualD, in the prefs I added the Path to the source code, but I am getting "cannot find symbol blah" when I build my project. Any idea why ? The d files are found, but what do I have to import ? Cheers, ParticlePeter begin 644 linalg_project.d M=BP 9FQO870 87-P96-T+"!F;&]A="!Z;F5A<BP 9FQO870 >F9A<B`I("![ M="!X>6UA>"`]('IN96%R("H =&%N*"!F;W8 *B!025]/5D527S,V,"`I(#L- M" EF;&]A="!Y;6EN(#T +7AY;6%X.PT*"69L;V%T('AM:6X /2`M>'EM87 [ M;F5A<CL-" EF;&]A="!Q(#T M;&]A="!W(#T M6S-=(#T ',#L-" T*?0`` ` endHi Great you like gl3n. For a projection-matrix use: mat4.perspective or if you want an orthographic: mat4.orthographic, unfortunatly ddoc ignores this block (I think because of "static if(isFloatingPoint!mt)", it begins here: https://bitbucket.org/dav1d/gl3n/src/affe3816c7a4/gl3n/linalg.d#cl-1080 I don't know VisualD but you've normally to add the path to the files (base dir, it is -Ipath/goes/here for dmd) and also each file, it could look like this: -Igl3n/ gl3n/interpolate.d gl3n/linalg.d gl3n/math.d gl3n/util.d my_prog.d and in my_prog.d you import the parts of gl3n as follows: import gl3n.linalg; // if you want linear algebra, vectors, matrices and quats import gl3n.math; // if you need math, normally you always do! import gl3n.interpolate; // for interpolation functions import gl3n.util; // to check for types Hope this helps - dav1d
Dec 05 2011
Hi, and sorry, I found the perspective method just right now :-) Unfortunately this does not help, still having issues. I will ask on the VisualD Forum. Meanwhile, I just copied the files into my project dir, and there it works fine, so I can play around :-) Cheers, ParticlePeter
Dec 05 2011
On 12/5/2011 10:49 PM, ParticlePeter wrote:Hi, and sorry, I found the perspective method just right now :-) Unfortunately this does not help, still having issues. I will ask on the VisualD Forum. Meanwhile, I just copied the files into my project dir, and there it works fine, so I can play around :-) Cheers, ParticlePeterYour problem comes from misunderstanding what 'import' means. The import statement is important for the compilation stage. When module A imports module B, the compiler can know what types/functions/templates and so on are available for module A to use. But that's only half the story. You also need to make sure that module B is compiled and linked into the final executable. In your case, you could compile gl3n as a library and link to it or, as you have discovered, add them to your project so that they are compiled along with your own source modules. Otherwise, you will get errors aout missing symbols.
Dec 05 2011