{"push_id":886024605,"size":1,"distinct_size":1,"ref":"refs/heads/GL3.3NormalMatrix","head":"5ff08b2e5d7070ee0cd106608fba2b4c99587d3c","before":"11adcec947d39ed31f7225ea3200cb031e2b17ca","commits":[{"sha":"5ff08b2e5d7070ee0cd106608fba2b4c99587d3c","author":{"email":"0fa4728e24cd58722966520abcb973416b14e5bf@gmail.com","name":"TheExDeus"},"message":"Optimizations and new transformation functions\n\n-Matrix4::init_camera_transform is now slightly faster, because matrix\nmult was replace with 3 dot products.\n-Added Matrix4::init_look_at_transform which is used by\nd3d_transform_set_look_at and d3d_transform_add_look_at in GL1 and GL3.\nThis rotates an object to face a point. Very useful.\n-Added d3d_transformation_get_mv and d3d_transformation_get_mvp that\nreturns model_view_matrix and model_view_projection_matrix respectivly.\nUseful in cases like shadowmapping where we use projection function to\nset a camera and then we need MVP in a shader later.\n-Math function lerp() now uses C++11 std::fma function. It is basically\nas fast (or faster) than what was done previously, but it returns\ncorrect results when t == 1 or when x == y.","distinct":true,"url":"https://api.github.com/repos/enigma-dev/enigma-dev/commits/5ff08b2e5d7070ee0cd106608fba2b4c99587d3c"}]}