C++ does not provide a way to implement GLSL default precision selection (as defined in GLSL 4.10 specification section 4.5.3) with GLSL-like syntax.
@ -361,7 +361,7 @@ Available defines for unsigned integer types (glm::uvec\*):
* GLM\_PRECISION\_MEDIUMP\_UINT: Medium precision
* GLM\_PRECISION\_HIGHP\_UINT: High precision (default)
### <aname="section3_2"></a> 3.2. Compile-time message system
### <aname="section3_2"></a> 3.2. GLM\_FORCE\_MESSAGES: Compile-time message system
GLM includes a notification system which can display some information at build time:
@ -381,7 +381,7 @@ only once per project build.
#include<glm/glm.hpp>
```
### <aname="section3_3"></a> 3.3. C++ language detection
### <aname="section3_3"></a> 3.3. GLM\_FORCE\_CXX**: C++ language detection
GLM will automatically take advantage of compilers’ language extensions when enabled. To increase cross platform compatibility and to avoid compiler extensions, a programmer can define GLM\_FORCE\_CXX98 before
any inclusion of <glm/glm.hpp> to restrict the language feature set C++98:
@ -431,7 +431,7 @@ The use of intrinsic functions by GLM implementation can be avoided using the de
Additionally, GLM provides a low level SIMD API in glm/simd directory for users who are really interested in writing fast algorithms.
### <aname="section3_5"></a> 3.5. Force inline
### <aname="section3_5"></a> 3.5. GLM\_FORCE\_INLINE: Force inline
To push further the software performance, a programmer can define GLM\_FORCE\_INLINE before any inclusion of <glm/glm.hpp> to force the compiler to inline GLM code.
@ -440,7 +440,7 @@ To push further the software performance, a programmer can define GLM\_FORCE\_IN
#include<glm/glm.hpp>
```
### <aname="section3_6"></a> 3.6. Vector and matrix static size
### <aname="section3_6"></a> 3.6. GLM\_FORCE\_SIZE\_T\_LENGTH: Vector and matrix static size
GLSL supports the member function .length() for all vector and matrix types.