summaryrefslogtreecommitdiff
path: root/libs/cglm/CREDITS
diff options
context:
space:
mode:
authorsanine <sanine.not@pm.me>2022-06-14 00:06:42 -0500
committersanine <sanine.not@pm.me>2022-06-14 00:06:42 -0500
commit2f518e5e28d35ae24a5ac0e31000835e43b01972 (patch)
tree47fdeb9fa5b04e267702acb06424d3f87b37dd84 /libs/cglm/CREDITS
parent034d5c965ff34cfdf4b153af9f32360a02e35684 (diff)
add cglm as 3rd-party library
Diffstat (limited to 'libs/cglm/CREDITS')
-rw-r--r--libs/cglm/CREDITS84
1 files changed, 84 insertions, 0 deletions
diff --git a/libs/cglm/CREDITS b/libs/cglm/CREDITS
new file mode 100644
index 0000000..00cc832
--- /dev/null
+++ b/libs/cglm/CREDITS
@@ -0,0 +1,84 @@
+This library [initially] used some [piece of] implementations
+(may include codes) from these open source projects/resources:
+
+1. Initial Affine Transforms
+The original glm repo (g-truc), url: https://github.com/g-truc/glm
+
+LICENSE[S]:
+ The Happy Bunny License (Modified MIT License)
+ The MIT License
+ Copyright (c) 2005 - 2016 G-Truc Creation
+
+FULL LICENSE: https://github.com/g-truc/glm/blob/master/copying.txt
+
+2. Initial Quaternions
+Anton's OpenGL 4 Tutorials book source code:
+
+LICENSE:
+ OpenGL 4 Example Code.
+ Accompanies written series "Anton's OpenGL 4 Tutorials"
+ Email: anton at antongerdelan dot net
+ First version 27 Jan 2014
+ Copyright Dr Anton Gerdelan, Trinity College Dublin, Ireland.
+
+3. Euler Angles
+ David Eberly
+ Geometric Tools, LLC http://www.geometrictools.com/
+ Copyright (c) 1998-2016. All Rights Reserved.
+
+ Computing Euler angles from a rotation matrix (euler.pdf)
+ Gregory G. Slabaugh
+
+4. Extracting Planes
+Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
+Authors:
+ Gil Gribb (ggribb@ravensoft.com)
+ Klaus Hartmann (k_hartmann@osnabrueck.netsurf.de)
+
+5. Transform AABB
+Transform Axis Aligned Bounding Boxes:
+http://dev.theomader.com/transform-bounding-boxes/
+https://github.com/erich666/GraphicsGems/blob/master/gems/TransBox.c
+
+6. Cull frustum
+http://www.txutxi.com/?p=584
+http://old.cescg.org/CESCG-2002/DSykoraJJelinek/
+
+7. Quaternions
+Initial mat4_quat is borrowed from Apple's simd library
+
+8. Vector Rotation using Quaternion
+https://gamedev.stackexchange.com/questions/28395/rotating-vector3-by-a-quaternion
+
+9. Sphere AABB intersect
+https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c
+
+10. Horizontal add
+https://stackoverflow.com/questions/6996764/fastest-way-to-do-horizontal-float-vector-sum-on-x86
+
+11. de casteljau implementation and comments
+https://forums.khronos.org/showthread.php/10264-Animations-in-1-4-1-release-notes-revision-A/page2?highlight=bezier
+https://forums.khronos.org/showthread.php/10644-Animation-Bezier-interpolation
+https://forums.khronos.org/showthread.php/10387-2D-Tangents-in-Bezier-Splines?p=34164&viewfull=1#post34164
+https://forums.khronos.org/showthread.php/10651-Animation-TCB-Spline-Interpolation-in-COLLADA?highlight=bezier
+
+12. vec2 cross product
+http://allenchou.net/2013/07/cross-product-of-2d-vectors/
+
+13. Ray triangle intersect
+Möller–Trumbore ray-triangle intersection algorithm, from "Fast, Minimum Storage Ray/Triangle Intersection"
+Authors:
+ Thomas Möller (tompa@clarus.se)
+ Ben Trumbore (wbt@graphics.cornell.edu)
+Link to paper: http://webserver2.tecgraf.puc-rio.br/~mgattass/cg/trbRR/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf
+
+14. ARM NEON: Matrix Vector Multiplication
+https://stackoverflow.com/a/57793352/2676533
+
+16. ARM NEON Div
+
+http://github.com/microsoft/DirectXMath
+
+17. Pick Matrix
+
+glu project -> project.c