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Updated doxygen doc

Christophe Riccio 11 years ago
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d12f833017
1 changed files with 14 additions and 37 deletions
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      doc/pages.doxy

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doc/pages.doxy

@@ -2,22 +2,21 @@
 	@mainpage OpenGL Mathematics
 	
 	OpenGL Mathematics (GLM) is a header only C++ mathematics library for graphics software based on the OpenGL Shading Language (GLSL) specification.
- 
+
 	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.
-	 
-	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...
-	 
-	This library works perfectly with OpenGL but it also ensures interoperability with third party libraries and SDKs. 
-	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.
 	
-	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:
-	- Clang 2.6 and higher
-	- CUDA 3.0 and higher
-	- GCC 3.4 and higher
+	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...
+	
+	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.
+	
+	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:
+	- Apple Clang 4.0 and higher
+	- CUDA 4.0 and higher
+	- GCC 4.2 and higher
+	- LLVM 3.0 and higher
 	- Intel C++ Composer XE 2013 and higher
-	- LLVM 2.3 through GCC 4.2 front-end and higher
-	- Visual Studio 2005 and higher
-	- Any conform C++98 or C++11 compiler
+	- Visual Studio 2010 and higher
+	- Any conform C++98 compiler
 
 	@note The Doxygen-generated documentation will often state that a type or function
 	is defined in a namespace that is a child of the @link glm glm @endlink namespace.
@@ -28,28 +27,6 @@
 
 	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>.
 	 
-	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>. 
-	(SF.net account required). Any feedback is welcome at [email protected].
-**/
-
-/*!
-	@page pg_differences Differences between GLSL and GLM core
-	
-	GLM comes very close to replicating GLSL, but it is not exact. Here is a list of
-	differences between GLM and GLSL:
-	
-	<ul>
-		<li>
-		Precision qualifiers. In GLSL numeric types can have qualifiers that define
-		the precision of that type. While OpenGL's GLSL ignores these qualifiers, OpenGL
-		ES's version of GLSL uses them.
-		
-		C++ has no language equivalent to precision qualifiers. Instead, GLM provides
-		a set of typedefs for each kind of precision qualifier and type. These types can
-		be found in @ref core_precision "their own section".
-		
-		Functions that take types tend to be templated on those types, so they can 
-		take these qualified types just as well as the regular ones.
-		</li>
-	</ul>
+	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>.
+	Any feedback is welcome at [email protected].
 **/