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author | Wolfgang Draxinger <Wolfgang.Draxinger@draxit.de> | 2013-01-05 15:58:32 +0100 |
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committer | Wolfgang Draxinger <Wolfgang.Draxinger@draxit.de> | 2013-01-05 15:58:32 +0100 |
commit | 0a7b1afb5f0835013d5aa201f1c0fc8707afff53 (patch) | |
tree | 094c4ef9a4e550dad0c93f37f4d39d550beadeca /README | |
parent | 68aed1820749df6d3c8bc8025da149d347a47b88 (diff) | |
download | linmath-0a7b1afb5f0835013d5aa201f1c0fc8707afff53.tar.gz linmath-0a7b1afb5f0835013d5aa201f1c0fc8707afff53.tar.xz linmath-0a7b1afb5f0835013d5aa201f1c0fc8707afff53.zip |
fixed some bugs in mat4x4_rotate and mat4x4_ortho
Diffstat (limited to 'README')
-rw-r--r-- | README | 2 |
1 files changed, 1 insertions, 1 deletions
@@ -7,6 +7,6 @@ vec4 -- 4 element vector of floats (4th component used for homogenous computatio mat4x4 -- 4 by 4 elements matrix, computations are done in column major order quat -- quaternion -The types are deliberately names like the types in GLSL. In fact they are meant to +The types are deliberately named like the types in GLSL. In fact they are meant to be used for the client side computations and passing to same typed GLSL uniforms. |