Removed default parameter from Transform.
Removed the TransformXX typedefs.
Removed references to TransformXX from unit tests and docs.
Assigning Transforms to a sub-group is now forbidden at compile time.
Products should now properly support the Isometry flag.
Fixed alignment checks in MapBase.
* remove EIGEN_BUILD_TESTS and siblings
* add summary at the end of cmake run, hopefully not too verbose
* fix build of quaternion demo
* kill remnants of old binary library option
* extend PartialRedux::cross() to any matrix sizes with automatic
vectorization when possible
* unit tests: add "geo_" prefix to all unit tests related to the
geometry module and start splitting the big "geometry.cpp" tests to
multiple smaller ones (also include new tests)
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...
- 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.
* 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"...
- 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