<html><head><meta http-equiv="Content-Type" content="text/html charset=utf-8"></head><body style="word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space;" class=""><br class=""><div><blockquote type="cite" class=""><div class="">On Jan 4, 2016, at 7:11 PM, David Turnbull via swift-users <<a href="mailto:swift-users@swift.org" class="">swift-users@swift.org</a>> wrote:</div><br class="Apple-interchange-newline"><div class=""><div dir="ltr" class=""><div class="">I've been working on a math library for SwiftGL. It's looking good. Vector2, Vector3, Vector4, Matrix2x2, Matrix3x3, Matrix4x4 are implemented with all arithmetic. You can even swizzle just like GLSL.</div><div class=""><br class=""></div></div></div></blockquote><blockquote type="cite" class=""><div class=""><div dir="ltr" class=""><div class=""><div style="margin: 0px; font-size: 11px; line-height: normal; font-family: Menlo;" class=""><span style="color:rgb(187,44,162)" class="">var</span> myVec = <span style="color:rgb(79,129,135)" class="">vec4</span>(<span style="color:rgb(39,42,216)" class="">1</span>, <span style="color:rgb(39,42,216)" class="">2</span>, <span style="color:rgb(39,42,216)" class="">3</span>, <span style="color:rgb(39,42,216)" class="">4</span>)</div><div style="margin: 0px; font-size: 11px; line-height: normal; font-family: Menlo; color: rgb(79, 129, 135);" class="">myVec<span style="" class="">.</span>ab<span style="" class=""> = </span>vec2<span style="" class="">(</span><span style="color:rgb(39,42,216)" class="">99</span><span style="" class="">, </span><span style="color:rgb(39,42,216)" class="">98</span><span style="" class="">)</span></div><div style="margin: 0px; font-size: 11px; line-height: normal; font-family: Menlo; color: rgb(0, 132, 0);" class=""><span style="color:rgb(61,29,129)" class="">print</span><span style="" class="">(</span><span style="color:rgb(79,129,135)" class="">myVec</span><span style="" class="">) </span>//=> (1, 2, 98, 99)</div></div><div class=""><br class=""></div></div></div></blockquote><div><br class=""></div><div>This is pretty cool!</div><br class=""><blockquote type="cite" class=""><div class=""><div dir="ltr" class=""><div class="">There's still a lot to do. I hope to have feature parity with GLSL done this week. But it's ready to set free and get feedback.</div><div class=""><br class=""></div></div></div></blockquote><div><br class=""></div><div>What all is mean by “feature parity” with GLSL, given that GLSL is for authoring shaders intended to be ran on device (texture units, interpolation, fuzzy floating point math semantics, etc) and your library presumably is running on host? Do you plan on synthesizing shaders (warning: this may be a little bit tricker than it seems)?</div><br class=""><blockquote type="cite" class=""><div class=""><div dir="ltr" class=""><a href="https://github.com/AE9RB/SwiftGL" class="">https://github.com/AE9RB/SwiftGL</a><br class=""><div class=""><br class=""></div><div class="">And a couple questions. Is there any way to make <span style="font-family:Menlo;font-size:11px;color:rgb(187,44,162)" class="">import</span><span style="font-family:Menlo;font-size:11px" class=""> SwiftGL.Math </span>work? Note the dot. Also, is there anything reasonable I can do to improve the compile time? 3.5 minutes for 2000 lines of code can't be right.</div><div class=""><br class=""></div><div class="">-David "Expression was too complex to be solved" Turnbull<br class=""></div><div class=""><br class=""></div></div>
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