+ [2.1. Standard C++98 implementation](#section2_1)
+ [2.1. Standard C++98 implementation](#section2_1)
@ -137,7 +137,7 @@ SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
---
---
## <aname="section1"></a> 1. Getting Started
## <aname="section1"></a> 1. Getting started
### <aname="section1_1"></a> 1.1. Setup
### <aname="section1_1"></a> 1.1. Setup
GLM is a header-only library, and thus does not need to be compiled. To use GLM, merely include the `<glm/glm.hpp>` header, which provides GLSL's mathematics functionality.
GLM is a header-only library, and thus does not need to be compiled. To use GLM, merely include the `<glm/glm.hpp>` header, which provides GLSL's mathematics functionality.
@ -167,7 +167,7 @@ Core GLM features can be included using individual headers to allow faster user
#include<glm/trigonometric.hpp> // all the GLSL trigonometric functions
#include<glm/trigonometric.hpp> // all the GLSL trigonometric functions
#include<glm/vector_relational.hpp> // all the GLSL vector relational functions
#include<glm/vector_relational.hpp> // all the GLSL vector relational functions
GLM makes heavy use of C++ templates, which may significantly increase the compile time for projects that use GLM. Hence, source files should only include the GLM headers they actually use.
GLM makes heavy use of C++ templates, which may significantly increase the compile time for projects that use GLM. Hence, source files should only include the GLM headers they actually use.
@ -181,7 +181,7 @@ To further reduce compilation time, include `<glm/fwd.hpp>`, which provides forw