Updated documentation

This commit is contained in:
Christophe Riccio 2010-04-30 16:50:05 +01:00
parent 0fb7a32c09
commit 17f1f967bb
2 changed files with 20 additions and 55 deletions

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@ -31,7 +31,7 @@ PROJECT_NAME = GLM
# This could be handy for archiving the generated documentation or
# if some version control system is used.
PROJECT_NUMBER = "Version 0.9.A.1"
PROJECT_NUMBER = "Version 0.9.0"
# The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute)
# base path where the generated documentation will be put.
@ -619,9 +619,7 @@ RECURSIVE = YES
# excluded from the INPUT source files. This way you can easily exclude a
# subdirectory from a directory tree whose root is specified with the INPUT tag.
EXCLUDE = ../../include/glm/gtx/vecx.hpp \
../../include/glm/gtx/matx.hpp \
../../include/glm/gtx/statistics_operation.hpp
EXCLUDE =
# The EXCLUDE_SYMLINKS tag can be used select whether or not files or
# directories that are symbolic links (a Unix filesystem feature) are excluded
@ -1126,7 +1124,7 @@ LATEX_SOURCE_CODE = NO
# The RTF output is optimized for Word 97 and may not look very pretty with
# other RTF readers or editors.
GENERATE_RTF = YES
GENERATE_RTF = NO
# The RTF_OUTPUT tag is used to specify where the RTF docs will be put.
# If a relative path is entered the value of OUTPUT_DIRECTORY will be

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@ -2,7 +2,7 @@
// OpenGL Mathematics Copyright (c) 2005 - 2010 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2005-01-14
// Updated : 2009-05-01
// Updated : 2010-05-30
// Licence : This source is under MIT License
// File : glm/glm.hpp
///////////////////////////////////////////////////////////////////////////////////////////////////
@ -11,13 +11,17 @@
*
* OpenGL Mathematics (GLM) is a C++ mathematics library for 3D applications based on the OpenGL Shading Language (GLSL) specification.
*
* The goal of the project is to provide to 3D programmers math classes and functions that miss in C++ when we use to program with GLSL or any high level GPU language. With GLM, the idea is to have a library that works the same way that GLSL which imply a strict following of GLSL specification for the implementation.
* GLM provides 3D programmers with math classes and functions that are similar to GLSL or any high level GPU programming language. The idea is to have a library that has identical naming conventions and functionalities than GLSL so that when developers know GLSL, they know how to use GLM.
*
* However, this project isn't limited by GLSL features. An extension system based on GLSL extensions development conventions allows to extend GLSL capabilities.
* However, this project isn't limited by GLSL features. An extension system, based on the GLSL extension conventions, allows extended capabilities.
*
* GLM is release under MIT license and available for all version of GCC from version 3.4 and Visual Studio from version 8.0 as a platform independent library.
* This library can be used with OpenGL but also for software rendering (Raytracing / Rasterisation), image processing and as much contexts as a simple math library could be used for.
*
* Any feedback is welcome, please send them to g.truc.creation[NO_SPAM_THANKS]gmail.com.
* GLM is written as a platform independent library and supports the following compilers: - GNU GCC 3.4 and higher - Microsoft Visual Studio 8.0 and higher
*
* The source code is under the MIT licence.
*
* Any feedback is welcome and can be sent to g.truc.creation[at]gmail.com.
*
*/
@ -58,22 +62,7 @@ namespace glm
//! from section 4.1.2 Booleans, 4.1.3 Integers section, 4.1.4 Floats section,
//! 4.1.5 Vectors and section 4.1.6 Matrices of GLSL 1.30.8 specification.
//! This namespace resolves precision qualifier define in section 4.5 of GLSL 1.30.8 specification.
namespace type
{
/*
//! Scalar types from section 4.1.2 Booleans, 4.1.3 Integers and 4.1.4 Floats of GLSL 1.30.8 specification.
//! This namespace is included in glm namespace.
namespace scalar{}
//! Vector types from section 4.1.5 of GLSL 1.30.8 specification.
//! This namespace is included in glm namespace.
namespace vector{}
//! Matrix types from section 4.1.6 of GLSL 1.30.8 specification.
//! This namespace is included in glm namespace.
namespace matrix{}
*/
}
namespace type{}
//! Some of the functions defined in section 8 Built-in Functions of GLSL 1.30.8 specification.
//! Angle and trigonometry, exponential, common, geometric, matrix and vector relational functions.
@ -109,44 +98,22 @@ namespace glm
#include "./core/func_integer.hpp"
#include "./core/func_noise.hpp"
#include "./core/_swizzle.hpp"
//#include "./core/_xref2.hpp"
//#include "./core/_xref3.hpp"
//#include "./core/_xref4.hpp"
#if(defined(GLM_MESSAGE) && (GLM_MESSAGE & (GLM_MESSAGE_CORE | GLM_MESSAGE_NOTIFICATION)))
# pragma message("GLM message: Core library included")
#endif//GLM_MESSAGE
#if(defined(GLM_COMPILER) && (GLM_COMPILER & GLM_COMPILER_VC))
#define GLM_DEPRECATED __declspec(deprecated)
#define GLM_RESTRICT __restrict
#define GLM_ALIGN(x) __declspec(align(x))
//#define aligned(x) __declspec(align(x)) struct
# define GLM_DEPRECATED __declspec(deprecated)
# define GLM_RESTRICT __restrict
# define GLM_ALIGN(x) __declspec(align(x))
//# define aligned(x) __declspec(align(x)) struct
#else
#define GLM_DEPRECATED
#define GLM_RESTRICT
#define GLM_ALIGN(x)
# define GLM_DEPRECATED
# define GLM_RESTRICT
# define GLM_ALIGN(x)
#endif//GLM_COMPILER
////////////////////
// check type sizes
#ifndef GLM_STATIC_ASSERT_NULL