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				| <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> | |
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|    <div id="projectname">GLM | |
|     <span id="projectnumber">0.9.5</span> | |
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| <div class="title">Differences between GLSL and GLM core </div>  </div> | |
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| <div class="textblock"><p>GLM comes very close to replicating GLSL, but it is not exact. Here is a list of differences between GLM and GLSL:</p> | |
| <ul> | |
| <li> | |
| <p class="startli">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.</p> | |
| <p>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 <a class="el" href="a00169.html">their own section</a>.</p> | |
| <p class="endli">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.  </p> | |
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