To help you write cleaner code, OpenTK defines commonly used vectors, quaternions and matrices to extend the standard scalar types. They are generally nicer to handle than the arrays which the C API expects.
For example: OpenTK allows you to set the parameters of GL.Color() in various ways, the color cyan is used in this case.
GL.Color( 0.0f, 1.0f, 1.0f ); Vector3 MyColor = new Vector3( 0.0f, 1.0f, 1.0f ); GL.Color( MyColor ); // requires the System.Drawing library GL.Color( Color.Cyan );
Function overloads like this can be found all over OpenTK.Graphics and OpenTK.Audio, where applicable.
Overview
Everything listed below is type-safe, code using these types will work across all supported platforms.
Vectors
Half - new scalar type with 16 Bits of precision. More information can be found here.Vector2h - 2-component vector of the type Half.Vector3h - 3-component vector of the type Half.Vector4h - 4-component vector of the type Half.Single - standard scalar type with 32 Bits of precision.Vector2 - 2-component vector of the type Single.Vector3 - 3-component vector of the type Single.Vector4 - 4-component vector of the type Single.Double - standard scalar type with 64 Bits of precision.Vector2d - 2-component vector of the type Double.Vector3d - 3-component vector of the type Double.Vector4d - 4-component vector of the type Double.Quaternion
Quaternion - single-precision floating-point Quaternion using 4 components.Quaterniond - double-precision floating-point Quaternion using 4 components.Row-Major Matrices
Matrix3d - 3x3 double-precision Matrix.Matrix4 - 4x4 single-precision Matrix.Matrix4d - 4x4 double-precision Matrix.These are all value types (struct), not reference types. The implications of this can be read here.
Casts
For symmetry with established types, all OpenTK.Math types can be cast and allow serialization.
Vector2d TexCoord = new Vector2d( 0.2, 0.5 ); Vector2h HalfTexCoord = (Vector2h)TexCoord; Vector3h Normal = (Vector3h)Vector3.UnitX;
Instance and Static Methods
The exact methods for each struct would be too numberous to list here, the function reference and inline documentation serve that purpose. It might not be obvious that some functionality is only available for instances of the structs, while others are static.
Vector3 Normal = Vector3.UnitX; Normal.Normalize(); Vector4 TransformedVector = Vector4.Transform( Vector4.UnitX, Matrix4.Identity );
The new half-precision floating-point type in OpenTK.Math is specifically designed for computer graphics. It is commonly used to reduce the memory footprint of floating-point textures, which can become huge at high resolutions. It is also useful for Vertex attributes, because it can help your vertex struct to stay within the 16 or 32 Byte boundary, which processors like.
Internally the 16 Bit are represented similar to IEEE floating-point numbers:
It is important to understand that this type is a pure container to transfer data to or from the GPU, it does not support arithmetic operations. So if you want to use Half for Texture Coordinates or Normals, you have to perform any calculations with it in single- or double-precision first and then cast the final result to half-precision.
When using the Half type you should be aware of its poor precision:
Half will result in 3.1406...