Releases: JOML-CI/JOML
Releases · JOML-CI/JOML
1.1.5-SNAPSHOT release
- change package and groupId to org.joml
- add convenience Matrix4f.transform(Vector3f) with w=1.0
1.1.4-SNAPSHOT release
- added MatrixStack.lookAt with float parameters
- updated license headers
- added more JavaDoc
1.1.3-SNAPSHOT release
- fixed a few JavaDocs
- added setLookAlong methods to Matrix4f
1.1.2-SNAPSHOT release
- Change Matrix4f.get(FloatBuffer) to not advance the buffer position
- add Matrix4f.get(int, FloatBuffer) to take an absolute buffer position
First release
1.1.0 First release version 1.1.0
Sixth snapshot release
- renamed AxisAngle4f to AngleAxis4f to reflect that the angle comes first in common APIs, such as Unity and OpenGL
- made the angle in AngleAxis4f methods to mean "degrees" (this also reflects most other APIs)
- added Matrix.get(Matrix) methods to store intermediate computation results
- made Quaternion fluent
- added non-multiplied setOrtho, setFrustum, setPerspective and setLookAt in Matrix4f
Fifth snapshot release
- added AxisAngle4f class
- JavaDoc and refactorings
- little additional methods
- interop with libGDX Matrix4
- stay allocation-free (allocate all stack matrices in MatrixStack constructor)
Fourth snapshot release
- removed all *fast methods from matrix and vector classes
- made more methods fluent
- added matrix.mul(quaternion)
- fixed quaternion.getMatrix()
- added vector.negate()
- refactoring
Third snapshot release
- Matrix4f.mul now decides whether or not to take the fast path previously implemented in mulFast
- Renamed the arbitrary frustum perspective method to "frustum" (the same as the OpenGL function)
- Add frustum to MatrixStack
- Refactorings and JavaDoc
Second snapshot release
- Removed some unnecessary methods
- Added perspective() method in Matrix4f to create arbitrary (non-symmetric) frustum transformations. This can be useful for Virtual Reality and Augmented Reality applications using head-tracking, like in this demo https://www.youtube.com/watch?v=Jd3-eiid-Uw