DirectXMath alternative

John Burton john.burton at jbmail.com
Wed Dec 5 11:05:13 UTC 2018


On Wednesday, 5 December 2018 at 10:52:44 UTC, Guillaume Piolat 
wrote:
> On Wednesday, 5 December 2018 at 01:57:53 UTC, evilrat wrote:
>> On Tuesday, 4 December 2018 at 20:41:54 UTC, Guillaume Piolat 
>> wrote:
>>> [...]
>>
>> I was using gl3n then switched to gfm math. Try gfm, IIRC it 
>> should work without much PITA because it stores matrices 
>> row-major way, so you don't have to transpose it like with 
>> OpenGL. Can't say anything about dlib though, I tried it a bit 
>> with dagon engine, but just didn't stick for long.
>
> I think you are mistaken, gfm:math also stores matrices 
> line-major so you _have_ to transpose them.
>
> The problem with row-major is it makes matrix literals read 
> transposed vs the math notation.

I think in hlsl shader language you can declare your matrices to 
be either way anyway can't you? It's just the default that is 
this way around?


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