Javascript Matrix and Vector library for High Performance WebGL apps

View the Documentation

View the Project on GitHub toji/gl-matrix


Javascript has evolved into a language capable of handling realtime 3D graphics, via WebGL, and computationally intensive tasks such as physics simulations. These types of applications demand high performance vector and matrix math, which is something that Javascript doesn't provide by default. glMatrix to the rescue!

glMatrix is designed to perform vector and matrix operations stupidly fast! By hand-tuning each function for maximum performance and encouraging efficient usage patterns through API conventions, glMatrix will help you get the most out of your browsers Javascript engine.


(Beta) v4.0 Documentation

What's new in 2.0?

glMatrix 2.0 is the result of a lot of excellent feedback from the community, and features:

Looking for an older version?

You can download previous versions of glMatrix here

A note about Matrix formatting

glMatrix is modeled after the needs of WebGL, which in turn uses matrix conventions set by OpenGL. Specifically, a 4x4 matrix is an array of 16 contiguous floats with the 13th, 14th, and 15th elements representing the X, Y, and Z, translation components.

This may lead to some confusion when referencing OpenGL documentation, however, which represents out all matricies in column-major format. This means that while in code a matrix may be typed out as:

[1, 0, 0, 0,
 0, 1, 0, 0,
 0, 0, 1, 0,
 x, y, z, 0]

The same matrix in the OpenGL documentation is written as:

1 0 0 x
0 1 0 y
0 0 1 z
0 0 0 0

Please rest assured, however, that they are the same thing! This is not unique to glMatrix, either, as OpenGL developers have long been confused by the apparent lack of consistency between the memory layout and the documentation.

Sorry about that, but there's not much I can do about it.