Thanks for contributing to the project by <ahref="https://sourceforge.net/apps/trac/ogl-math/newticket">submitting tickets</a> for bug reports and feature requests. (SF.net account required).
Thanks for contributing to the project by <ahref="https://sourceforge.net/apps/trac/ogl-math/newticket">submitting tickets</a> for bug reports and feature requests. (SF.net account required).
GLM 0.9.3.0 is finally released. Since the branch 0.9.2, the test bench and the Doxygen API documentation has been expend.
GLM 0.9.3.0 is finally released. Since the branch 0.9.2, the test bench and the Doxygen API documentation has been expended significantly leading to an even more reliable implementation and hopefully an even smoother development experience.
</p><p/><p>
</p><p>
Swizzle operators are a challenging task to implement but thanks to the effort of many contributors, GLM 0.9.3.0 provides finally something interesting even if
For the feature set, the GLSL noise functions are added, based on the implementation of <ahref="https://github.com/ashima/webgl-noise">webgl-noise</a>.
not perfect but still a great improvement considering the incompatibilities with some external libraries. GLM 0.9.3 provides two implemetanations, one for C++ 98
Some users might prefer the promoted GLM_GTC_noise extension also based on <ahref="https://github.com/ashima/webgl-noise">webgl-noise</a> but with a different interface and three noise methods: Perlin noise, periodic noise and simplex noise.
</p><divxmlns="http://www.w3.org/1999/xhtml"class="post-image-white"><ahref=""><imgsrc="./image/0075-1.jpg"alt="2D simplex noise with GLM_GTC_noise"/></a></div><divxmlns="http://www.w3.org/1999/xhtml"class="post-image-title">2D simplex noise with GLM_GTC_noise</div><p>
Additionally, the random number generation functions (GLM_GTC_random) which provides various interesting distributions as illustrated below.
Also reaching GLM tool box, the new experimental extension GLM_GTX_constants provides a set of constants.
</p><divxmlns="http://www.w3.org/1999/xhtml"class="post-image-white"><ahref=""><imgsrc="./image/0075-2.jpg"alt="Spherical random distribution with GLM_GTC_random"/></a></div><divxmlns="http://www.w3.org/1999/xhtml"class="post-image-title">Spherical random distribution with GLM_GTC_random</div><p>
Finally, swizzle operators are a challenging task to implement but thanks to the effort of many contributors, GLM 0.9.3.0 provides something interesting, but admittably
not perfect. The new implementation is a great improvement considering the incompatibilities with some external libraries in GLM 0.9.2.7. GLM 0.9.3 provides two implemetanations, one for C++ 98
compilers and one for C++ 11 compilers providing an implemetnation closer to what GLSL does. Indeed the C++ 98 implementation is compatible with C++ 11 compilers.
compilers and one for C++ 11 compilers providing an implemetnation closer to what GLSL does. Indeed the C++ 98 implementation is compatible with C++ 11 compilers.
</p><imgsrc=""alt=""/><spanxmlns="http://www.w3.org/1999/xhtml"class="code-title">Implementation for C++ 98 compilers:</span><ulxmlns="http://www.w3.org/1999/xhtml"class="code-list"><liclass="code-line"><spanclass="code-line-content"><spanclass="comment">// To declare before including glm.hpp, to use the swizzle operators</span></span></li><liclass="code-line"><spanclass="code-line-content"><spanclass="keyword">#define </span> GLM_SWIZZLE
</p><spanxmlns="http://www.w3.org/1999/xhtml"class="code-title">Implementation for C++ 98 compilers:</span><ulxmlns="http://www.w3.org/1999/xhtml"class="code-list"><liclass="code-line"><spanclass="code-line-content"><spanclass="comment">// To declare before including glm.hpp, to use the swizzle operators</span></span></li><liclass="code-line"><spanclass="code-line-content"><spanclass="keyword">#define </span> GLM_SWIZZLE
</span></li></ul><spanxmlns="http://www.w3.org/1999/xhtml"class="code-title">Implementation for C++ 11 compilers:</span><ulxmlns="http://www.w3.org/1999/xhtml"class="code-list"><liclass="code-line"><spanclass="code-line-content"><spanclass="comment">// To declare before including glm.hpp, to use the swizzle operators</span></span></li><liclass="code-line"><spanclass="code-line-content"><spanclass="keyword">#define </span> GLM_SWIZZLE
</span></li></ul><spanxmlns="http://www.w3.org/1999/xhtml"class="code-title">Implementation for C++ 11 compilers:</span><ulxmlns="http://www.w3.org/1999/xhtml"class="code-list"><liclass="code-line"><spanclass="code-line-content"><spanclass="comment">// To declare before including glm.hpp, to use the swizzle operators</span></span></li><liclass="code-line"><spanclass="code-line-content"><spanclass="keyword">#define </span> GLM_SWIZZLE
</span></li><liclass="code-line"><spanclass="code-line-content"style="padding-left:32px"><spanclass="comment">// Before being pasted to a function, a swizzle operator needs to be cast into</span></span></li><liclass="code-line"><spanclass="code-line-content"style="padding-left:32px"><spanclass="comment">// a vector either explicitly or with the operator ()</span></span></li><liclass="code-line"><spanclass="code-line-content"style="padding-left:32px">
GLM 0.9.3.0 is finally released. Since the branch 0.9.2, the test bench and the Doxygen API documentation has been expended significantly leading to an even more reliable implementation and hopefully an even smoother development experience.
GLM 0.9.3.0 is finally released. Since the branch 0.9.2, the test bench and the Doxygen API documentation has been expended significantly leading to an even more reliable implementation and hopefully an even smoother development experience.
</paragraph>
</paragraph>
<paragraph>
<paragraph>
<<<<<<< HEAD
For the feature set, the GLSL noise functions are added, based on the implementation of <linkhref="https://github.com/ashima/webgl-noise">webgl-noise</link>.
From the many improvements, it is worth to acknowledge the addition of the core noise functions as defined by GLSL. The implementation is based on the promoted GLM_GTC_noise features which implement a perlin noise, periodic perlin noise and a simplex noise. The random number generation functions (GLM_GTC_random) which provides various interesting distributions as illustrated below. Reaching GLM tool box, the new experimental extension GLM_GTX_constants provides a set of constant.
Some users might prefer the promoted GLM_GTC_noise extension also based on <linkhref="https://github.com/ashima/webgl-noise">webgl-noise</link> but with a different interface and three noise methods: Perlin noise, periodic noise and simplex noise.
</paragraph>
</paragraph>
<imagehref="./image/0075-1.jpg"/>
<imageimg="./image/0075-1.jpg"title="2D simplex noise with GLM_GTC_noise"color="'white'"/>
<paragraph>
<paragraph>
Swizzle operators are a challenging task to implement but thanks to the effort of many contributors, GLM 0.9.3.0 provides finally something interesting even if
Additionally, the random number generation functions (GLM_GTC_random) which provides various interesting distributions as illustrated below.
not perfect but still a great improvement considering the incompatibilities with some external libraries. GLM 0.9.3 provides two implemetanations, one for C++ 98
Also reaching GLM tool box, the new experimental extension GLM_GTX_constants provides a set of constants.
compilers and one for C++ 11 compilers providing an implemetnation closer to what GLSL does. Indeed the C++ 98 implementation is compatible with C++ 11 compilers.
=======
For the feature set, the GLSL noise functions have been implemented and based on the implementation of <linkhref="https://github.com/ashima/webgl-noise">webgl-noise</link>.
Some users might prefer the promoted GLM_GTC_noise extension also based on <linkhref="https://github.com/ashima/webgl-noise">webgl-noise</link> but different interface and three noise methods: Perlin noise, periodic noise and simplex noise.
>>>>>>> 6de0628bc9cdb995b33a67edcd2fd852a6ee4ef8
</paragraph>
</paragraph>
<imagesrc="./image/0075-1.jpg"/>
<imageimg="./image/0075-2.jpg"title="Spherical random distribution with GLM_GTC_random"color="'white'"/>
<paragraph>
<paragraph>
Finally, swizzle operators are a challenging task to implement but thanks to the effort of many contributors, GLM 0.9.3.0 provides finally something interesting even if
Finally, swizzle operators are a challenging task to implement but thanks to the effort of many contributors, GLM 0.9.3.0 provides something interesting, but admittably
not perfect but still a great improvement considering the incompatibilities with some external libraries. GLM 0.9.3 provides two implemetanations, one for C++ 98
not perfect. The new implementation is a great improvement considering the incompatibilities with some external libraries in GLM 0.9.2.7. GLM 0.9.3 provides two implemetanations, one for C++ 98
compilers and one for C++ 11 compilers providing an implemetnation closer to what GLSL does. Indeed the C++ 98 implementation is compatible with C++ 11 compilers.
compilers and one for C++ 11 compilers providing an implemetnation closer to what GLSL does. Indeed the C++ 98 implementation is compatible with C++ 11 compilers.
</paragraph>
</paragraph>
@ -267,12 +262,12 @@
glm::vec4 c = glm::vec4((a.zyx() + b.xyz()).xyz * 0.5f, 1.0f);
glm::vec4 c = glm::vec4((a.zyx() + b.xyz()).xyz * 0.5f, 1.0f);
</line>
</line>
<linealign="32px">
<linealign="32px">
<<<<<<< HEAD
<comment>// Before being pasted to a function, a swizzle operator needs to be cast into</comment>
<comment>// Before being pasted to a function, a swizzle operator needs to be cast into a vector either explicitly or with the operator ()</comment>
</line>
<linealign="32px">
<comment>// a vector either explicitly or with the operator ()</comment>