Sunday, September 8, 2013

Updated 4x4 transformation matching OpenGL

I've updated the code from my previous post: 4x4 transformation matching OpenGL to remove the requirement for a separate linear algebra library by introducing some 4x4 inverse code from Rodolphe Vaillant (originally at along with some other minor improvements.  You can still use Eigen or GMM to perform matrix inverses, but it is no longer a requirement.

As before, the code re-implements the main OpenGL matrix functions and includes code for testing the output against the system OpenGL.  I use the code for a number of my imaging projects where it is desirable (but optional) to have an OpenGL preview.

The code is now also hosted at Github which should simply future updates:

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