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authorIrene Knapp <ireneista@irenes.space>2026-07-17 18:43:05 -0700
committerIrene Knapp <ireneista@irenes.space>2026-07-18 01:14:49 -0700
commitf70917c8aae0d184ed7ce5e63e6347fdc21921e3 (patch)
treebdc7f0b8c45c8cba5a07786590053212185406c2 /src/linear_algebra.rs
parentf7e6dec079dcbbc26a9e047cf2b0acf23c091836 (diff)
load a texture image
also refactor buffer management a little

this doesn't yet draw the texture

Change-Id: Id2efa761223a588bf599041ac525c3b988f0113b
Force-Push: yes
Diffstat (limited to 'src/linear_algebra.rs')
-rw-r--r--src/linear_algebra.rs3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/linear_algebra.rs b/src/linear_algebra.rs
index eb9aca2..0051fa8 100644
--- a/src/linear_algebra.rs
+++ b/src/linear_algebra.rs
@@ -434,7 +434,8 @@ impl<T: Copy> Mat4<T> {
   // internally to the graphics API. This is necessary in order to produce the
   // homogenous behavior of the z-coordinate; it also acts as a convenient way
   // to scale the x and y coordinates by depth, implementing what artists call
-  // foreshortening.
+  // foreshortening. We will need to talk about this final post-processing
+  // step at length, so we call it "w-division" for convenience.
   //
   //   The field of view is in radians, and is used as the angle measured
   // vertically from top to bottom of the screen. The computed y scale will be