|  | 84fbb711e1 | Add function to invert 3x3 matrix | 2024-09-01 22:28:11 +01:00 |  | 
			
				
					|  | 8726c833d4 | Add extra vector and matrix types and operations | 2024-09-01 02:14:25 +01:00 |  | 
			
				
					|  | 4b178de784 | Update vector and matrix types | 2024-08-31 22:23:18 +01:00 |  | 
			
				
					|  | bb6b0e3e5d | Change f32x3 to union | 2024-08-31 13:46:12 +01:00 |  | 
			
				
					|  | 319bad9659 | Fix barycentric coordinates calculation (#2) Reviewed-on: #2
	* Set up for debugging
	* Replace get_barycentric_coords with different calculation
	* Update commented lines
	* Add V3_ELEM_COUNT macro
	* Change loop in barycentric coordinates calculation function
	* Update debug values
	* Simplify barycentric coordinates function
	* Remove debug lines
Co-authored-by: Abdelrahman <said.abdelrahman89@gmail.com>
Co-committed-by: Abdelrahman <said.abdelrahman89@gmail.com> | 2024-08-26 17:12:44 +00:00 |  | 
			
				
					|  | 996597684b | Add transpose and inverse matrix utilities | 2024-08-24 00:25:18 +01:00 |  | 
			
				
					|  | 2bea7218db | Test implementation of phong shader | 2024-08-19 00:05:59 +01:00 |  | 
			
				
					|  | afc10fb79a | Add rgb elements to V3f | 2024-08-18 22:29:47 +01:00 |  | 
			
				
					|  | ec98a033eb | Add macro for multiplying V3f with scalar | 2024-08-18 22:17:27 +01:00 |  | 
			
				
					|  | 50b8c6dd0a | Implement shaders (#1) Reviewed-on: #1
	* Start implementing shaders and move vector code to dedicated files
	* Extract shader into its own header
	* Ensure pixel coordinates are within bounds
	* Refactor shader code and implement fragment shaders
	* Create shaders
	* Reorganise code
Co-authored-by: Abdelrahman <said.abdelrahman89@gmail.com>
Co-committed-by: Abdelrahman <said.abdelrahman89@gmail.com> | 2024-08-18 14:28:09 +00:00 |  |