From: Mars_999 <ma...@si...> - 2008-08-25 20:44:51
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glmVecSet2f glmVecAdd2f glmVecLength2f glmVecTransform2f glmMatSet2f glmMatIdentity2f I vote for this. Correct, in mathematics vectors aren't defined, but I was thinking ahead for colors or other uses, having these would be nice, but anyone who is coding graphics should understand this already? Also don't forget to put in a glmVecScale2f? I guess we could put double in but, IIRC double was going to get dropped? And we aren't doing OpenCL or CUDA here AFAIK, so double would kind of wasteful in terms of time spent. ----- Original Message ----- From: Henri Häkkinen To: gls...@li... Sent: Monday, August 25, 2008 3:17 PM Subject: Re: [Glsdk-devel] [GLm] api We are currently using floats, but may want to reserve the possibility of havings doubles too. Therefore we use the -f postfix. This is also the GL convention of doing things: glVertex2f and therefore we have: glmVecSet2f instead of: glmVec2Set Also, we don't have glmVecDiv or glmVecMul. Why? Because vector division or multiplication are not defined in linear-algebra. There are two kinds of vector products: cross and dot. These are handled by the -Cross and -Dot entry points. Member-wise div or mul are not mathemtically defined operations in vector calculus AFAIK. We have now several open issues with the GLM API: 1) Should we provide -Mul and -Div for vectors? My opinion: no, as they are not defined in mathematics and they generally are not needed 2) Should we use short naming convention or is the current convention fine? The current convention is, for example: glmVecSet2f glmVecAdd2f glmVecLength2f glmVecTransform2f glmMatSet2f glmMatIdentity2f The proposed short convention would be, for example: glmVecLen2f glmVecTrans2f glmMatIdent2f glmMatDet2f 3) Should we drop the -f postfix, or should we keep it for future possible double types?, glmVecSet2f (the current API) vs. glmVecSet2 (the proposed) My opinion: we should keep the -f, it is more OpenGL-like and we reserve the possibility of -d 4) Should we have the dimension of the type in the end of the entry-point (like in OpenGL) or in the middle? glmVecSet2f (the current API) vs. glmVec2Setf (the proposed) My opinion: glmVecSet2f, it is more OpenGL-like Issues are open for discussion. Please comment. On Mon, Aug 25, 2008 at 10:10 PM, Mars_999 <ma...@si...> wrote: I haven't looked at the lib yet, but aren't we just going to work with floats all the time? glmVec2Sub glmVec3Sub glmVec4Sub glmVec2Add glmVec3Add glmVec4Add glmVec2Mul glmVec2Div glmVec2Norm glmVec2Transf glmVec3Cross glmVec3Dot I like that format... ----- Original Message ----- From: Henri Häkkinen To: glsdk-devel Sent: Monday, August 25, 2008 2:04 PM Subject: [Glsdk-devel] [GLm] api The GLM API seems at this moment to use two sets of naming styles. Compare these two for example: glmVecSub2f glmVecLength2f The first function is using a short form for the operation ('sub' as from 'substract') while the other is using long form. Should we simplify the API to look like this: glmVecSub2f glmVecLen2f Althought on the other hand, how do we shorten such stuff as Normalize, Transform, Identity, Inverse? This does not necessary look good: glmVecNorm glmVecTrans glmMatTrans glmMatInv glmMatIdent Is this even a big issue? Comments? If we decide to keep the API as it is now, I think we should lock it in and begin to outline the API reference for it. For later versions, I would like to implement such stuff as colors, quaternions and maybe planes and matrix stacks but this can wait. Bigger priority is to get the current version working and tested for. For Korval: I outlined some API ref in a plain text format. You may find it in 'docs/sdk_reference/glm-apiref' in the latest revision. You may use this as ideas for the DocBook API ref and this file needs to get removed once you migrate it into DocBook. -- Henri 'henux' Häkkinen -------------------------------------------------------------------------- ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ -------------------------------------------------------------------------- _______________________________________________ Glsdk-devel mailing list Gls...@li... https://lists.sourceforge.net/lists/listinfo/glsdk-devel ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ Glsdk-devel mailing list Gls...@li... https://lists.sourceforge.net/lists/listinfo/glsdk-devel -- Henri 'henux' Häkkinen ------------------------------------------------------------------------------ ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ ------------------------------------------------------------------------------ _______________________________________________ Glsdk-devel mailing list Gls...@li... https://lists.sourceforge.net/lists/listinfo/glsdk-devel |