| Commit message (Collapse) | Author | Age |
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* documentation improvements, especially in quickstart guide
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based on the former.
* opengl_demo: makes IcoSphere better (vertices are instanciated only once) and
removed the generation of a big geometry for the fancy spheres...
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- quaternion vs euler angles interpolation (though the Euler angle version looks a bit too bad)
- navigation using either a mapping from 2D screen coordinates to 3D points on a sphere
or the standard approach mapping mouse displacements as rotations around camera's axes.
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stable trackball for the fly navigation mode, and started
to put some GUI elements...
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* add a WithAlignedOperatorNew class with overloaded operator new
* make Matrix (and Quaternion, Transform, Hyperplane, etc.) use it
if needed such that "*(new Vector4) = xpr" does not failed anymore.
* Please: make sure your classes having fixed size Eigen's vector
or matrice attributes inherit WithAlignedOperatorNew
* add a ei_new_allocator STL memory allocator to use with STL containers.
This allocator really calls operator new on your types (unlike GCC's
new_allocator). Example:
std::vector<Vector4f> data(10);
will segfault if the vectorization is enabled, instead use:
std::vector<Vector4f,ei_new_allocator<Vector4f> > data(10);
NOTE: you only have to worry if you deal with fixed-size matrix types
with "sizeof(matrix_type)%16==0"...
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still fail at runtime in ei_aligned_free() (even without vectorization).
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- fix compilation in product.cpp with std::complex
- fix bug in MatrixBase::operator!=
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can be seen in Eigen/src/Core/Cwise.h.
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* add comments in render() in case anyone ever reads that :P
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* increased number of iterations, with more iterations done before
testing divergence. results in x2 speedup from vectorization.
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- some temporary fix to get a +50% improvement from vectorization until
we have vectorisation for comparisons and redux
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- much better coloring
- determine max number of iterations and choice between float and double
at runtime based on zoom level
- do draft renderings with increasing resolution before final rendering
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