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268 lines
9.5 KiB
268 lines
9.5 KiB
/** |
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\mainpage OpenGL Mathematics |
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OpenGL Mathematics (GLM) is a C++ mathematics library for 3D applications based |
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on the OpenGL Shading Language (GLSL) specification. |
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GLM provides 3D programmers with math classes and functions that are similar to |
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GLSL or any high level GPU programming language. The idea is to have a library |
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that has identical naming conventions and functionalities than GLSL so that when |
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developers know GLSL, they know how to use GLM. |
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GLM is not limited strictly to GLSL features. |
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However, this project isn't limited by GLSL features. An extension system, based |
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on the GLSL extension conventions, allows extended capabilities. |
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This library can be used with OpenGL but also for software rendering (Raytracing |
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/ Rasterisation), image processing and as much contexts as a simple math library |
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could be used for. |
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GLM is written as a platform independent library. The following compilers are |
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officially supported: |
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\li GNU GCC 3.4 and higher |
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\li Microsoft Visual Studio 8.0 and higher |
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The source code is under the |
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<a href="http://www.opensource.org/licenses/mit-license.php">MIT licence</a>. |
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Any feedback is welcome and can be sent to glm@g-truc.net. |
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\li \subpage started |
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\li \subpage faq |
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\li \subpage issues |
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\li \subpage reference |
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**/ |
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/** |
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\page started Getting Started |
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\section started_compiler Compiler Setup |
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GLM is a header library. Therefore, it doesn't require to be built separately. All that |
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is necessary to use GLM is to add the GLM install path to your compiler's include |
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search paths. (-I option with GCC) Alternatively, you can copy the GLM files directly into your |
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project's source directory. |
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GLM makes heavy use of C++ templates. This may significantly increase the compile |
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time for files that use GLM. If this is a problem for your needs, precompiled headers |
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are a good solution for avoiding this issue. |
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\section started_core Core Features |
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After initial compiler setup, all core features of GLM (core GLSL features) can be accessed |
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by including the glm.hpp header. The line: #include <glm/glm.hpp> is used for a typical |
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compiler setup. |
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Note that by default there are no dependencies on external headers like gl.h, gl3.h, glu.h or |
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windows.h. |
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\section started_swizzle Setup of Swizzle Operators |
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A common feature of shader languages like GLSL is components swizzling. This involves |
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being able to select which components of a vector are used and in what order. For |
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example, "variable.x", "variable.xxy", "variable.zxyy" are examples of swizzling. |
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However in GLM, swizzling operators are disabled by default. To enable swizzling the |
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define GLM_SWIZZLE must be defined to one of GLM_SWIZZLE_XYZW, GLM_SWIZZLE_RGBA, |
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GLM_SWIZZLE_STQP or GLM_SWIZZLE_FULL depending on what swizzle syntax is required. |
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To enable swizzling, it is suggested that setup.hpp be included first, then custom |
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settings and finally glm.hpp. For |
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example: |
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\code |
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#include <glm/setup.hpp> |
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#define GLM_SWIZZLE GLM_SWIZZLE_FULL |
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#include <glm/glm.hpp> |
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\endcode |
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These custom setup lines can then be placed in a common project header or precompiled |
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header. |
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\section started_sample Basic Use of GLM Core |
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\code |
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#include <glm/glm.hpp> |
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int foo() |
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{ |
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glm::vec4 Position = glm::vec4(glm::vec3(0.0), 1.0); |
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glm::mat4 Model = glm::mat4(1.0); |
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Model[4] = glm::vec4(1.0, 1.0, 0.0, 1.0); |
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glm::vec4 Transformed = Model * Position; |
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return 0; |
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} |
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\endcode |
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\section started_extensions GLM Extensions |
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GLM extends the core GLSL feature set with extensions. These extensions include: |
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quaternion, transformation, spline, matrix inverse, color spaces, etc. |
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Note that some extensions are incompatible with other extension as and may result in C++ |
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name collisions when used together. |
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To use a particular extension, simply include the extension header file. All |
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extension features are added to the glm namespace. |
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\code |
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#include <glm/glm.hpp> |
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#include <glm/gtc/matrix_transform.hpp> |
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int foo() |
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{ |
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glm::vec4 Position = glm::vec4(glm::vec3(0.0f), 1.0f); |
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glm::mat4 Model = glm::translate(1.0f, 1.0f, 1.0f); |
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glm::vec4 Transformed = Model * Position; |
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return 0; |
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} |
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\endcode |
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\section started_depend Dependencies |
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When <glm/glm.hpp> is included, GLM provides all the GLSL features it implements in C++. |
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By including <glm/ext.hpp> all the features of all extensions of GLM are included. |
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When you include a specific extension, all the dependent extensions will be included as well. |
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All the extensions depend on GLM core. (<glm/glm.hpp>) |
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GLM has no dependencies on external libraries. However, if <boost/static_assert.hpp> is |
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included before the GLM headers, boost::static_assert will be used all over GLM code. |
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**/ |
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/** |
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\page faq FAQ |
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\section faq1 Why GLM follows GLSL specification and conventions? |
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Following GLSL conventions is a really strict policy of GLM. GLM has been designed following |
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the idea that everyone does its own math library with his own conventions. The idea is that |
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brilliant developers (the OpenGL ARB) worked together and agreed to make GLSL. Following |
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GLSL conventions is a way to find consensus. Moreover, basically when a developer knows |
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GLSL, he knows GLM. |
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\section faq2 Would it be possible to add my feature? |
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YES. Every feature request could be added by submitting it here: |
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https://sourceforge.net/apps/trac/ogl-math/newticket |
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These requests would mainly take the form of extensions and if you provide an |
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implementation, the feature will be added automatically in the next GLM release. |
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A SourceForge.net account is required to create a ticket. |
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\section faq3 Does GLM run GLSL program? |
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No, GLM is a C++ implementation of a subset of GLSL. |
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\section faq4 Does a GLSL compiler build GLM codes? |
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Not directly but it can be easy to port. However, the difference between a shader and C++ |
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program at software design level will probably make this idea unlikely or impossible. |
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\section faq5 Should I use GTX extensions? |
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GTX extensions are qualified to be experimental extensions. In GLM this means that these |
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extensions might change from version to version without restriction. In practice, it doesn't |
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really change except time to time. GTC extensions are stabled, tested and perfectly reliable |
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in time. Many GTX extensions extend GTC extensions and provide a way to explore features |
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and implementations before becoming stable by a promotion as GTC extensions. This is |
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fairly the way OpenGL features are developed through extensions. |
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\section faq6 Would it be possible to change GLM to do glVertex3fv(glm::vec3(0))? |
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It's possible to implement such thing in C++ with the implementation of the appropriate cast |
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operator. In this example it's likely because it would result as a transparent cast, however, |
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most of the time it's really unlikely resulting of build with no error and programs running |
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with unexpected behaviors. |
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GLM_GTC_type_ptr extension provide a safe solution: |
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\code |
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glm::vec4 v(0); |
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glm::mat4 m(0); |
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glVertex3fv(glm::value_ptr(v)) |
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glLoadMatrixfv(glm::value_ptr(m)); |
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\endcode |
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Another solution inspired by STL: |
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\code |
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glVertex3fv(&v[0]); |
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glLoadMatrixfv(&m[0][0]); |
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\endcode |
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\section faq7 Where can I ask my questions? |
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A good place is the OpenGL Toolkits forum on OpenGL.org: |
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http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=postlist&Board=10&page=1 |
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\section faq8 Where can I report a bug? |
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Just like feature requests: |
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https://sourceforge.net/apps/trac/ogl-math/newticket |
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A SourceForge account is required to create a ticket. |
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\section faq8 Where can I find the documentation of extensions? |
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The Doxygen generated documentation includes a complete list of all extensions available. |
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Explore this documentation to get a complete view of all GLM capabilities! |
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http://glm.g-truc.net/html/index.html |
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\section faq9 Should I use 'using namespace glm;'? |
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NO! Chances are that if 'using namespace glm;' is called, name collisions will happen |
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because GLM is based on GLSL and GLSL is also a consensus on tokens so these tokens are |
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probably used quite often. |
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**/ |
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/** |
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\page issues Known Issues |
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\section issue1 Swizzle Operators |
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Enabling the swizzle operator can result in name collisions with the Win32 API. |
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Consequently swizzle operators are disable by default. A safer way to do swizzling is to use |
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the member function 'swizzle'. Future version of GLM should remove this limitation. |
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\section issue2 not Function |
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The GLSL keyword not is also a keyword in C++. To prevent name collisions, the GLSL not |
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function has been implemented with the name not_. |
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\section issue3 Half Based Types |
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GLM supports half float number types through the extension GLM_GTC_half_float. This |
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extension provides the types half, hvec*, hmat*x* and hquat*. |
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Unfortunately, C++ norm doesn't support anonymous unions which limit hvec* vector |
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components access to x, y, z and w. |
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However, Visual C++ does support anonymous unions. When |
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GLM_USE_ANONYMOUS_UNION is define, it enables the support of all component names |
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(x,y,z,w ; r,g,b,a ; s,t,p,q). With GCC it will result in a build error. |
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**/ |
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/** |
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\page reference References |
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OpenGL 4.1 core specification: |
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http://www.opengl.org/registry/doc/glspec41.core.20100725.pdf |
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GLSL 4.10 specification: |
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http://www.opengl.org/registry/doc/GLSLangSpec.4.10.6.clean.pdf |
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GLM HEAD snapshot: |
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http://ogl-math.git.sourceforge.net/git/gitweb.cgi?p=ogl-math/ogl-math;a=snapshot;h=HEAD;sf=tgz |
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GLM Trac, for bug report and feature request: |
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https://sourceforge.net/apps/trac/ogl-math |
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GLM website: |
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http://glm.g-truc.net |
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G-Truc Creation page: |
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http://www.g-truc.net/project-0016.html |
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**/ |
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