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HISTORY.md

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Version History

Note that anything with Issue ## next to it refers to issues reported on the old Google Code repository

Version 1.1 (11/28/2011)

  • Added unit tests by sinisterchipmunk. (Thank you!)
  • Added mat4.fromTranslationRotation
  • Calling mat3/4.identity with zero arguments will now create a new identity matrix (Thanks to Kos)
  • Fixed issue with mat4 values being set to NaN or Infinity when attempting to invert a non-invertable matrix.

Version 1.0 (10/06/2011)

  • Moved to GitHub to keep my projects in one place and give me a bit more sanity
  • Along with the move, feels like a good time to move to official "1.0" status!
  • File name is now "gl-matrix" for consistency with naming conventions in some of my other projects
  • Non-minified code should now validate as cleanly as is reasonable with JSLint
  • Issue 39 Removed assignment to invalid index in mat3.create
  • Issue 45 Fixed an incorrect comment
  • Issue 49 Fixed typo in quat4.inverse
  • Issue 54 Fixed a pretty broken quat4.slerp
  • Issue 60 Fixed transposed matrix being returned from quat4.toMat3/4
  • Issue 61 Fixed issue in mat3.toMat4 if source and dest are the same

Version 0.9.5 (1.0 RC2) (02/27/2011)

  • Issue 24 Fixed bug in mat4.lookat (Thanks to Drew Whitehouse)
  • Issue 29 Fixed bug in mat4.scale (Thanks to jeroom)
  • Issue 30 Flipped mat4.ortho to match the glOrtho implementation (Thanks to orphansandoligarchs)
  • Issue 32 Added vec3.lerp and quat4.slerp functions (Thanks to Denis Rangel)
  • Issue 33 Fixed a (really stupid) bug in mat4.multiplyVec4 (Thanks to Jeremy Mlazarus)
  • Issue 36 Added mat3.transpose at the suggestion of shooskx

Version 0.9.4 (1.0 RC1) (07/02/2010)

  • Added documentation comments to all functions
  • Added mat3.identity
  • Added quat4.str
  • Some minor whitespace formatting to be more consistent across the file
  • Updated mat4.frustum, mat4.perspective, mat4.ortho, and mat4.lookat to all return new matricies if dest is not specified
  • Updated parameter names on quat4.multiply for consistency
  • Issue 1 Changed default array type to Float32Array. WebGLFloatArray and Array still used as fallbacks.
  • Issue 16 changed q[x] = -q[x] to q[x] *= -1 in quat4.inverse
  • Issue 17 changed x = x / y to x /= y
  • Issue 18 started reusing len variables instead of creating new vars for inverse length
  • Issue 23 (In Progress) Added unit test folder, need to expand test suite. (Thanks to Drew Whitehouse)
  • Issue 24 in mat4.lookat changed mat4.identity() to mat4.identity(dest), added quat4.create
  • Issue 25 added dest parameter to quat4.normalize

Version 0.9.3 (06/14/2010)

  • Issue 14 Removed bitshifiting optimization when it was pointed out that this method fails for non-integers

Version 0.9.2 (06/12/2010)

  • Probably the last release before 1.0, syntax may still change.
  • mat4.inverse3x3 renamed to mat4.toInverseMat3 for consistency
  • Added mat4.toMat3
  • Added mat3.toMat4
  • Added Quaternion functions
  • Started appending version numbers to the file name
  • Issue 10 Minimized version now generated with Google's Closure Compiler
  • Issue 5 Changed instances of var == 0 to !var
  • Issue 12 Corrected issue with vec3.cross crossing the first vector with itself
  • Issue 13 Optimized mat4.lookAt
  • Issue 7 Replaced some multiplies with bit-shifts

Version 0.9 (06/05/2010)

  • Added a packed version (glMatrix-min.js)
  • Merged (!dest) and (dest == src) checks where possible, and changed the inner code of these scenarios to write directly to the source matrix (saves one assignment and speeds up the check)
  • Added earlier returns wherever possible
  • Re-implemented inverse(), which now re-uses several calculations and can run much faster
  • Rearranged some of the logic of inverse3x3() to prevent unnecessary assignments and calculations
  • Corrected issue with multiplyVec3() multiplying against a transposed matrix.
  • Added multiplyVec4().
  • Broke special case rotation (rotation along the X, Y, or Z axis) optimizations out into their own functions: rotateX(), 'rotateY(), and rotateZ(). This speeds up both the special cases and the general case rotation. rotate() will no longer optimize the special case rotations.
  • While reordering rotation code also discovered a few more minor optimizations that could be applied.
  • Added mat4.lookAt() (Unoptimized)
  • Added mat4.str() for debugging use.
  • Added vec3.direction().

Version 0.8

  • Initial Release (Because no-one wants to use a 0.1 product!)