What do you use for your math functions?
I''m curious what other people use for their math libraries when programming OpenGL. I usually use the Direct 3D math functions in windows. On other platforms (i.e. linux / solaris or anything with glut) I use my own custom library coded in c++, which is no doubt horribly inefficient. Is there a cross platform vector, matrix, and quaternion math library (preferably one that is SIMD accelerated on as many platforms as possible)?
I prefer writting my own (so I know what it does), then again, I love assembly....so the effeciency is slightly increased.......Find a good assembly programmer to write you a LIB for different platforms....(Sorry...I''m stuck in x86 land on assembly I dispise ATT Syntax)...
www25.brinkster.com/cheeseball
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www25.brinkster.com/cheeseball
Cheeseball
www25.brinkster.com/cheeseball
Cheeseball
You''ve got the GSL, or Intel''s MKL.
The Boost library has a quaternion class (and a lot of other non-math stuff). The Boost library is cross-platform.
The Boost library has a quaternion class (and a lot of other non-math stuff). The Boost library is cross-platform.
"Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it." — Brian W. Kernighan
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