Init. Transforming detailed surface mesh with deformation gradients doesnt seem to work properly.
Implemented simple position-based dynamics (tetrahedra volume constraint, distance constraints)
Added a spotlight and projected shadow.
Tetrahedral shell can now be picked!
Added some documentation (constraints in position-based dynamics)
Click and drag works, could probably be improved.
Fixated armadillo to the ground, most is done, time for polishing!
Settled on 4-tap PCF shadows for now, limited camera movement, moved some shaders out of code into separate files.
Added GpuTimer and a stats helper.
ExampleApp.cpp
Corrected documentation a bit.
Lots of changes! Fixed timestep, thick lines (wireframe debug and drag line), decimated armadillo down to ~100k tris, mesh optimizations (Forsyth), etc
Removed redundant docs
Code cleanup, part 1
Code cleanup part 2, add README, improved makefile, added a screenshot
Added more references and resources.
Additional comment about tetrahedralization.
Merge branch 'master' of https://github.com/matejd/DeformableArmadillo

LICENSE was committed automatically by Github when setting up the
repository.