Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Incorporate API review feedback for math3d classes. | Rhys Weatherley | 2009-11-04 | 1 | -144/+24 |
| | | | | Reviewed-by: Sarah Smith | ||||
* | QMatrix4x4::mapVector() to transform by top-left 3x3 | Rhys Weatherley | 2009-09-22 | 1 | -0/+61 |
| | | | | | | | | It is useful to be able to map direction vectors by the top-left 3x3 component of a 4x4 matrix, ignoring the translation and projection components. Reviewed-by: Sarah Smith | ||||
* | Update license headers again. | Jason McDonald | 2009-09-09 | 1 | -4/+4 |
| | | | | Reviewed-by: Trust Me | ||||
* | Modify QMatrix4x4 and QQuaternion to use qreal internally | Rhys Weatherley | 2009-09-04 | 1 | -71/+54 |
| | | | | | | | | | | | | | | | | | | | | | | | | Some concerns were expressed about the float precision of QMatrix4x4, which this change addresses by using qreal instead. The QVector2D/3D/4D classes still use float internally, so that they can be used directly in large arrays of vertex values to be uploaded to an OpenGL server. QQuaternion is a client-side class, and it should produce rotations that are consistent with QMatrix4x4. So its precision was changed too. A consequence of this change is that the following no longer works in a portable fashion: QMatrix4x4 mat; ... glLoadMatrixf(mat.constData()); The caller must now repack the argument to convert from qreal to GLfloat. Reviewed-by: Michael Goddard Reviewed-by: Andreas | ||||
* | Update tech preview license header for files that are new in 4.6. | Jason McDonald | 2009-08-31 | 1 | -13/+13 |
| | | | | Reviewed-by: Trust Me | ||||
* | Move math3d unit tests up one level to tests/auto | Rhys Weatherley | 2009-08-18 | 2 | -0/+3385 |
Some of the platform test infrastructure assumes that all unit tests are sub-directories under tests/auto, and the tests/auto/math3d sub-directory was confusing that infrastructure. Reviewed-by: trustme |