OpenGL Mathematics (GLM)
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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2011-10-16
// Updated : 2011-10-16
// Licence : This source is under MIT License
// File : test/core/core_func_swizzle.cpp
///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_CXX98
#include <glm/glm.hpp>
int test_vec4_swizzle()
{
int Error = 0;
glm::ivec4 A(1, 2, 3, 4);
glm::ivec4 B = A.xyzw();
Error += A == B ? 0 : 1;
return Error;
}
int main()
{
int Error = 0;
Error += test_vec4_swizzle();
return Error;
}