<tr><tdclass="memItemLeft"align="right"valign="top"> </td><tdclass="memItemRight"valign="bottom"><aclass="el"href="a00148.html">Floating-Point Pack and Unpack Functions</a></td></tr>
<tr><tdclass="memItemLeft"align="right"valign="top"> </td><tdclass="memItemRight"valign="bottom"><aclass="el"href="a00149.html">Angle and Trigonometry Functions</a></td></tr>
<p>The core of GLM, which implements exactly and only the GLSL specification to the degree possible. </p>
<p>The GLM core consists of <aclass="el"href="a00155.html">C++ types that mirror GLSL types</a> and C++ functions that mirror the GLSL functions. It also includes <aclass="el"href="a00156.html">a set of precision-based types</a> that can be used in the appropriate functions. The C++ types are all based on a basic set of <aclass="el"href="a00157.html">template types</a>.</p>
<p>The best documentation for GLM Core is the current GLSL specification, <ahref="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.clean.pdf">version 4.2 (pdf file)</a>. There are a few <aclass="el"href="a00001.html">differences</a> between GLM core and GLSL.</p>
<p>GLM core functionnalities require <<aclass="el"href="a00050.html"title="OpenGL Mathematics (glm.g-truc.net)">glm/glm.hpp</a>> to be included to be used. </p>