gl-math | A small gamedev math library for Chicken Scheme | Math library

 by   AlexCharlton C Version: Current License: BSD-2-Clause

kandi X-RAY | gl-math Summary

kandi X-RAY | gl-math Summary

gl-math is a C library typically used in Utilities, Math, WebGL applications. gl-math has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

A small gamedev math library for Chicken Scheme
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              gl-math has a low active ecosystem.
              It has 4 star(s) with 4 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 2 open issues and 1 have been closed. On average issues are closed in 7 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of gl-math is current.

            kandi-Quality Quality

              gl-math has 0 bugs and 0 code smells.

            kandi-Security Security

              gl-math has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              gl-math code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              gl-math is licensed under the BSD-2-Clause License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

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              gl-math releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.

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            gl-math Key Features

            No Key Features are available at this moment for gl-math.

            gl-math Examples and Code Snippets

            No Code Snippets are available at this moment for gl-math.

            Community Discussions

            Trending Discussions on gl-math

            QUESTION

            Screen space to world space
            Asked 2020-Dec-31 at 13:28

            I'm making a drawing program in C++ and can't figure out how to convert from screen space to world space

            I have access to the projection and view matrices as well as the screen size ect

            This is the code I'm using but it doesn't work

            There are no errors but it doesn't output world space coodinates at all, it just slightly changes all of the pixel coodinates

            I was following an answer I found here OpenGL Math - Projecting Screen space to World space coords

            I'm only using an orthographic camera right now

            ...

            ANSWER

            Answered 2020-Dec-31 at 11:26

            The view matrix transforms form world space to view space. Therefore the inverse view matrix transforms from view space to world space.
            The projection matrix transforms form view space to clip space and the inverse projection matrix from clip space to view space. Clip space is a Homogeneous coordinate system. In order to transform from the clip space to normalized device space, you must do a Perspective divide. Normalized device space is Cartesian coordinates system. Hency, if you want to transform from normalized device space to view space, you need to transform through the inverse projection matrix and divide the x, y, and z components through the w component.
            See also OpenGL - Mouse coordinates to Space coordinates

            Since you are using GLM, I recommend using glm::unProject for the transformation.

            Source https://stackoverflow.com/questions/65519789

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install gl-math

            This repository is a Chicken Scheme egg. It is part of the Chicken egg index and can be installed with chicken-install gl-math.

            Support

            gl-math provides a number of functions for working with 4x4 matrices (plus a handful of others). The functionality is similar to what can be found in the glm egg, but with some notable differences:. Additionally, gl-math is one fifth the compiled size of glm, has a more straight-forward code-base, and complete documentation. gl-math expects matrices, vectors, and quaternions to be f32vectors or pointers. f32vectors must be 16 elements long, 3 elements long, or 4 elements long for matrices, vectors, or quaternions, respectively. The memory pointed to should likewise be an array of 16, 3, or 4 floats . If a function accepts more than one matrix, vector, or quaternion, all must be of the same type. gl-math operates on matrices in a column-major fashion in correspondence with OpenGL (e.g. translation components are at indices 12, 13, and 14). Vectors are arranged as ((x y z)), and quaternions as ((x y z w)).
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