Comments (6)
Hmm... very interesting! I'm curious, though: Is bitshifting widely supported
by the
browsers? (Or, at the very least, WebGL enabled browsers?)
Original comment by [email protected]
on 5 Jun 2010 at 8:32
from glmatrix.
Yes for sure. It is at least in the ECMAscript 262 first edition from 1997
http://www.mozilla.org/js/language/E262.pdf ) so I think we can assume it works!
Original comment by [email protected]
on 5 Jun 2010 at 9:02
from glmatrix.
Excellent! I'll see if I can work it in, then!
Original comment by [email protected]
on 7 Jun 2010 at 3:14
from glmatrix.
Original comment by [email protected]
on 12 Jun 2010 at 5:19
- Added labels: Type-Optimization
- Removed labels: Type-Defect
from glmatrix.
Original comment by [email protected]
on 12 Jun 2010 at 5:28
- Changed state: Started
from glmatrix.
Original comment by [email protected]
on 13 Jun 2010 at 4:13
- Changed state: Fixed
from glmatrix.
Related Issues (20)
- Incorrect Comment HOT 3
- Tiny syntax fixes HOT 1
- multiply matrix by scalar HOT 1
- Include vec4 math. HOT 6
- quat4.inverse HOT 2
- .str() issue... you are not printing what you think you want to print. HOT 2
- lookat Function HOT 2
- Switching the order of operands in matrix multiply operations
- Change the processing order of arguments in the direction() function
- quat4.slerp is broken HOT 1
- [bug] Some operation produce matrice full of Nan and Infinity
- Matrix element order in quat4.toMat3 HOT 1
- mat4.multiply generates a matrix that is filled by NaN HOT 3
- Patch for /glMatrix.js HOT 2
- Patch for /glMatrix.js HOT 2
- quat4.toMat4 and quat4.toMat3 are wrong HOT 3
- mat3.toMat4 not working properly HOT 2
- undefined method fromAxisAngle used in vec3 class
- Patch for /benchmark/js/CanvasMatrix.js
- Patch for /glMatrix.js
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