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218c908 Updating history, adding simple usage to the readme, bumping version …
Brandon Jones authored
1 Version History
2 ===============
3
4 Note that anything with _Issue ##_ next to it refers to issues reported on the old [Google Code](http://code.google.com/p/glmatrix) repository
5
4032bd1 Added fix for mat4.inverse, bumped version to 1.1, recompiled gl-matr…
Brandon Jones authored
6 Version 1.1 (11/28/2011)
7 ------------------------------------
8
9 * Added unit tests by sinisterchipmunk. (Thank you!)
10 * Added mat4.fromTranslationRotation
11 * Calling mat3/4.identity with zero arguments will now create a new identity matrix (Thanks to Kos)
12 * Fixed issue with mat4 values being set to NaN or Infinity when attempting to invert a non-invertable matrix.
13
218c908 Updating history, adding simple usage to the readme, bumping version …
Brandon Jones authored
14 Version 1.0 (10/06/2011)
15 ------------------------------------
16
17 * Moved to GitHub to keep my projects in one place and give me a bit more sanity
18 * Along with the move, feels like a good time to move to official "1.0" status!
19 * File name is now "gl-matrix" for consistency with naming conventions in some of my other projects
20 * Non-minified code should now validate as cleanly as is reasonable with JSLint
21 * _Issue 39_ Removed assignment to invalid index in mat3.create
22 * _Issue 45_ Fixed an incorrect comment
23 * _Issue 49_ Fixed typo in quat4.inverse
24 * _Issue 54_ Fixed a pretty broken quat4.slerp
25 * _Issue 60_ Fixed transposed matrix being returned from quat4.toMat3/4
26 * _Issue 61_ Fixed issue in mat3.toMat4 if source and dest are the same
27
28 Version 0.9.5 (1.0 RC2) (02/27/2011)
29 ------------------------------------
30
31 * _Issue 24_ Fixed bug in mat4.lookat (Thanks to Drew Whitehouse)
32 * _Issue 29_ Fixed bug in mat4.scale (Thanks to jeroom)
33 * _Issue 30_ Flipped mat4.ortho to match the glOrtho implementation (Thanks to orphansandoligarchs)
34 * _Issue 32_ Added vec3.lerp and quat4.slerp functions (Thanks to Denis Rangel)
35 * _Issue 33_ Fixed a (really stupid) bug in mat4.multiplyVec4 (Thanks to Jeremy Mlazarus)
36 * _Issue 36_ Added mat3.transpose at the suggestion of shooskx
37
38 Version 0.9.4 (1.0 RC1) (07/02/2010)
39 ------------------------------------
40
41 * Added documentation comments to all functions
42 * Added mat3.identity
43 * Added quat4.str
44 * Some minor whitespace formatting to be more consistent across the file
45 * Updated mat4.frustum, mat4.perspective, mat4.ortho, and mat4.lookat to all return new matricies if dest is not specified
46 * Updated parameter names on quat4.multiply for consistency
47 * _Issue 1_ Changed default array type to Float32Array. WebGLFloatArray and Array still used as fallbacks.
48 * _Issue 16_ changed q[x] = -q[x] to q[x] *= -1 in quat4.inverse
49 * _Issue 17_ changed x = x / y to x /= y
50 * _Issue 18_ started reusing len variables instead of creating new vars for inverse length
51 * _Issue 23_ (In Progress) Added unit test folder, need to expand test suite. (Thanks to Drew Whitehouse)
52 * _Issue 24_ in mat4.lookat changed mat4.identity() to mat4.identity(dest), added quat4.create
53 * _Issue 25_ added dest parameter to quat4.normalize
54
55 Version 0.9.3 (06/14/2010)
56 --------------------------
57
58 * _Issue 14_ Removed bitshifiting optimization when it was pointed out that this method fails for non-integers
59
60 Version 0.9.2 (06/12/2010)
61 --------------------------
62
63 * Probably the last release before 1.0, syntax may still change.
64 * mat4.inverse3x3 renamed to mat4.toInverseMat3 for consistency
65 * Added mat4.toMat3
66 * Added mat3.toMat4
67 * Added Quaternion functions
68 * Started appending version numbers to the file name
69 * _Issue 10_ Minimized version now generated with Google's Closure Compiler
70 * _Issue 5_ Changed instances of var == 0 to !var
71 * _Issue 12_ Corrected issue with vec3.cross crossing the first vector with itself
72 * _Issue 13_ Optimized mat4.lookAt
73 * _Issue 7_ Replaced some multiplies with bit-shifts
74
75 Version 0.9 (06/05/2010)
76 ------------------------
77
78 * Added a packed version (glMatrix-min.js)
79 * 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)
80 * Added earlier returns wherever possible
81 * Re-implemented inverse(), which now re-uses several calculations and can run much faster
82 * Rearranged some of the logic of inverse3x3() to prevent unnecessary assignments and calculations
83 * Corrected issue with multiplyVec3() multiplying against a transposed matrix.
84 * Added multiplyVec4().
85 * 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.
86 * While reordering rotation code also discovered a few more minor optimizations that could be applied.
87 * Added mat4.lookAt() (Unoptimized)
88 * Added mat4.str() for debugging use.
89 * Added vec3.direction().
90
91 Version 0.8
92 -----------
93
94 * Initial Release (Because no-one wants to use a 0.1 product!)
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