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@mainpage OpenGL Mathematics
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OpenGL Mathematics (GLM) is a header only C++ mathematics library for graphics software based on the OpenGL Shading Language (GLSL) specification.
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-
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+
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GLM provides classes and functions designed and implemented with the same naming conventions and functionalities than GLSL so that when a programmer knows GLSL, he knows GLM as well which makes it really easy to use.
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-
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- This project isn't limited to GLSL features. An extension system, based on the GLSL extension conventions, provides extended capabilities: matrix transformations, quaternions, half-based types, random numbers, procedural noise functions, etc...
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-
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- This library works perfectly with OpenGL but it also ensures interoperability with third party libraries and SDKs.
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- It is a good candidate for software rendering (Raytracing / Rasterisation), image processing, physic simulations and any context that requires a simple and convenient mathematics library.
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- GLM is written in C++98 but can take advantage of C++11 when supported by the compiler. It is a platform independent library with no dependence and officially supports the following compilers:
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- - Clang 2.6 and higher
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- - CUDA 3.0 and higher
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- - GCC 3.4 and higher
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+ This project isn't limited to GLSL features. An extension system, based on the GLSL extension conventions, provides extended capabilities: matrix transformations, quaternions, half-based types, random numbers, noise, etc...
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+
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+ This library works perfectly with OpenGL but it also ensures interoperability with other third party libraries and SDK. It is a good candidate for software rendering (raytracing / rasterisation), image processing, physic simulations and any development context that requires a simple and convenient mathematics library.
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+
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+ GLM is written in C++98 but can take advantage of C++11 when supported by the compiler. It is a platform independent library with no dependence and it officially supports the following compilers:
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+ - Apple Clang 4.0 and higher
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+ - CUDA 4.0 and higher
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+ - GCC 4.2 and higher
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+ - LLVM 3.0 and higher
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- Intel C++ Composer XE 2013 and higher
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- - LLVM 2.3 through GCC 4.2 front-end and higher
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- - Visual Studio 2005 and higher
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- - Any conform C++98 or C++11 compiler
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+ - Visual Studio 2010 and higher
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+ - Any conform C++98 compiler
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@note The Doxygen-generated documentation will often state that a type or function
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is defined in a namespace that is a child of the @link glm glm @endlink namespace.
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@@ -28,28 +27,6 @@
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These pages are the API reference only. For more information about how to use GLM, please have a look at <a href="http://glm.g-truc.net/glm.pdf">the manual</a>.
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- Thanks for contributing to the project by <a href="https://github.com/g-truc/glm/issues">submitting tickets for bug reports and feature requests</a>.
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- (SF.net account required). Any feedback is welcome at [email protected].
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-**/
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-
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-/*!
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- @page pg_differences Differences between GLSL and GLM core
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-
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- GLM comes very close to replicating GLSL, but it is not exact. Here is a list of
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- differences between GLM and GLSL:
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-
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- <ul>
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- <li>
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- Precision qualifiers. In GLSL numeric types can have qualifiers that define
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- the precision of that type. While OpenGL's GLSL ignores these qualifiers, OpenGL
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- ES's version of GLSL uses them.
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-
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- C++ has no language equivalent to precision qualifiers. Instead, GLM provides
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- a set of typedefs for each kind of precision qualifier and type. These types can
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- be found in @ref core_precision "their own section".
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-
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- Functions that take types tend to be templated on those types, so they can
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- take these qualified types just as well as the regular ones.
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- </li>
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- </ul>
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+ Thanks for contributing to the project by <a href="https://github.com/g-truc/glm/issues">submitting tickets for bug reports and feature requests</a>.
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+ Any feedback is welcome at [email protected].
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**/
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