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Quaternions #1796
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Quaternions #1796
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Guess you already checked this and not the most critical thing atm, but since I looked it up, so it can serve as reference for later on: Some possible mathematical simplifications for 4x4 det: blender code (not sure where their method comes from but seems to do less operations). Also for reference in case it can be useful, their quaternion code. Also, from wikipedia: Being A B C D the 2x2 blocks. this would also possibly result in less operations. There's lot of literature on the subject, specially re simd optimizations, but anyways those seem straighforward simplifications. Looking great, maybe some tests would be in order? |
I'm going to switch most of the engine internals to quaternions, so there will be lots of manual tests :) |
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…taBase<T>::UpdateObjectTrasform()
… side, shaders can do inversion trivially in the vertex shader, moreover they were only only required for epsilon% frequent case of skinning 2) Small cleaning pass
…ed to change GL4 shaders
…DecomposeIntoTRS into Matrix. Put some tests in a completely inappropriate place
…eces in the rest of engine
…ternion::ToEulerPYR
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