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Feature/perspective #4

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InstrinsicAutomations
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Mav added 10 commits March 14, 2024 21:29
…ons were only drawn with the x and y (translation and scale). I tested against writing my own simple perspective correction step in _drawface() and this proves my suspicion. However, the user of the perspective matrix does not seem to work at all.
…cup snaps to the camera after 1 frame of looking correct. Also my right vector seems to become inverted. I think the math for strafing is now correct as it uses the cached Forward/Up/Right vectors for the heading.
…ay need the inverse of the whole MVP matrix to determine which triangle I have clicked...
… ray test function. Fixed view matrix by returning the inverted camera matrix. Cofnirmed ray tests successful.
…use them in the recolor step for comparisons against the ray hit face object. Also a side question to optimize the rendering a bit and handle the edge case when the object is behind the camera.
…bject and the lookAt function needs to be fixed. TODO: move everything mesh-related into a controller so data can be cached more efficiently. Should boost speeds. TODO: faster Z-sorting algorithm...
…ilding the painting widget without rebuilding the gesture controller and other widgets. Culled verts are skipped and the back of the buffer is filled with transparency. This allowed culling to be achieved with a slight performance gain. TODO: sorting is still choking the paint step.
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After a few months of working on this, the changeset to properly apply the features we are looking to add will be too great and should move to a new library that originally forked from this one. Closing.

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