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mat4 multiply #8
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I implemented this myself in what I would call a very hacky way, but putting it here in case anyone else is interested or is looking for a foundation to do it the right way. Added to
Looking at monogame, vec2 needs to skip m2X, I couldn't figure out a way to do that with ForIndexUpTo and I didn't want to modify Aggregrated to skip empty strings so I choose to add this method to
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Unfortunately, it is ambiguous how to implement that. if you have Both are valid interpretations, so I'm a bit reluctant to decide for either for However, we can discuss about functions that do this, e.g. |
That makes sense. One question, are you trying to keep this close to glm? I have other things I have changed and was wondering if its something you would want to implement. For example I added perpendicular to 2d after
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That's a good one, I think I'll add that. I don't want to be as close as possible to glm, it's more like the "glm spirit in C#". That means that everything glm and GlmSharp have in common should behave similar/the same. Otherwise I'll try to extrapolate the intent of glm. |
Any chance of adding mat4 multiplication for vec2/3 and returning a vec2/3?
This for example is taken for Axiom (orge3d port)...
EDIT: This is what I came up with from looking at glm code and comparing to monogame
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