GFX Maths
This crate implements all the basic mathematical structures and operations that are needed for almost any graphical program, namely:
The usual operations are implemented via member functions and operator overloads. Operators should handle almost exactly as they would in GLSL, e.g.
use *;
let v = new;
let s = 1.0 / v;
let t = translate * s;
Notation
Vectors are always treated as column vectors, which is why only Mat4 * Vec4 is implemented and not Vec4 * Mat4.