Log message:
graphene: update to 1.10.8.
Changes since 1.10.6
ray: simplify NaN checking [Érico Nogueira]
Build fixes [Dor Askayo, q66, Chun-wei Fan, Marc-André Lureau]
SIMD: Make reciprocal operations 0-safe [Dor Askayo]
SIMD: Add simplified scalar reciprocal [Dor Askayo]
ray: Improve intersection [Dor Askayo]
tests: Fix installed introspection test [Matthias Devlamynck]
Fix detection of AArch64 [Dor Askayo]
tests: Add ray intersection unit [Sebastian Keller]
Fix ARM64 build on Windows [Chun-wei Fan]
Documentation fixes
Issues fixed since 1.10.4
Hide GRAPHENE_SIMD_S from the introspection data [#211, Simon McVittie]
Nudge ray axis when intersecting a box [#214, Jonas Ådahl]
Changes since 1.10.2:
Add ARM NEON support when building with Visual Studio [Chun-wei Fan]
Build fix on ARM64 Windows [Chun-wei Fan]
Drop deprecated "python3" Meson module
Fix detection of non-intersecting boxes [Daniel van Vugt, #201]
Only enable SSE2 on x86_64 [Xi Ruoyao]
Use the compiler-appropriate alignment attributes
Change introspection option to a yielding feature [Xavier Claessens]
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Log message:
Add graphene 1.10.2
Needed for GTK4.
Description:
When creating graphic libraries you most likely end up dealing with
points and rectangles. If you're particularly unlucky, you may end
up dealing with affine matrices and 2D transformations. If you're
writing a graphic library with 3D transformations, though, you are
going to hit the jackpot: 4x4 matrices, projections, transformations,
vectors, and quaternions.
Most of this stuff exists, in various forms, in other libraries,
but it has the major drawback of coming along with the rest of
those libraries, which may or may not be what you want. Those
libraries are also available in various languages, as long as those
languages are C++; again, it may or may not be something you want.
For this reason, I decided to write the thinnest, smallest possible
layer needed to write a canvas library; given its relative size,
and the propensity for graphics libraries to have a pun in their
name, I decided to call it Graphene.
This library provides types and their relative API; it does not
deal with windowing system surfaces, drawing, scene graphs, or
input. You're supposed to do that yourself, in your own canvas
implementation, which is the whole point of writing the library in
the first place.
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