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Diffstat (limited to 'libs/cglm/CREDITS')
-rw-r--r-- | libs/cglm/CREDITS | 84 |
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 |