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Releases: JOML-CI/JOML

1.1.5-SNAPSHOT release

03 Jun 10:12
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Pre-release
  • change package and groupId to org.joml
  • add convenience Matrix4f.transform(Vector3f) with w=1.0

1.1.4-SNAPSHOT release

02 Jun 17:24
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  • added MatrixStack.lookAt with float parameters
  • updated license headers
  • added more JavaDoc

1.1.3-SNAPSHOT release

31 May 19:40
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  • fixed a few JavaDocs
  • added setLookAlong methods to Matrix4f

1.1.2-SNAPSHOT release

31 May 16:24
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  • Change Matrix4f.get(FloatBuffer) to not advance the buffer position
  • add Matrix4f.get(int, FloatBuffer) to take an absolute buffer position

First release

31 May 14:11
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1.1.0

First release version 1.1.0

Sixth snapshot release

31 May 12:01
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Pre-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

30 May 20:33
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Pre-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

30 May 12:29
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  • 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

30 May 08:30
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  • 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

29 May 21:30
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Pre-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