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Updated documentation
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@ -31,7 +31,7 @@ PROJECT_NAME = GLM
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# This could be handy for archiving the generated documentation or
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# This could be handy for archiving the generated documentation or
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# if some version control system is used.
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# if some version control system is used.
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PROJECT_NUMBER = "Version 0.9.A.1"
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PROJECT_NUMBER = "Version 0.9.0"
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# The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute)
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# The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute)
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# base path where the generated documentation will be put.
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# base path where the generated documentation will be put.
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@ -619,9 +619,7 @@ RECURSIVE = YES
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# excluded from the INPUT source files. This way you can easily exclude a
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# excluded from the INPUT source files. This way you can easily exclude a
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# subdirectory from a directory tree whose root is specified with the INPUT tag.
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# subdirectory from a directory tree whose root is specified with the INPUT tag.
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EXCLUDE = ../../include/glm/gtx/vecx.hpp \
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EXCLUDE =
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../../include/glm/gtx/matx.hpp \
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../../include/glm/gtx/statistics_operation.hpp
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# The EXCLUDE_SYMLINKS tag can be used select whether or not files or
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# The EXCLUDE_SYMLINKS tag can be used select whether or not files or
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# directories that are symbolic links (a Unix filesystem feature) are excluded
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# directories that are symbolic links (a Unix filesystem feature) are excluded
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@ -1126,7 +1124,7 @@ LATEX_SOURCE_CODE = NO
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# The RTF output is optimized for Word 97 and may not look very pretty with
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# The RTF output is optimized for Word 97 and may not look very pretty with
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# other RTF readers or editors.
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# other RTF readers or editors.
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GENERATE_RTF = YES
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GENERATE_RTF = NO
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# The RTF_OUTPUT tag is used to specify where the RTF docs will be put.
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# The RTF_OUTPUT tag is used to specify where the RTF docs will be put.
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# If a relative path is entered the value of OUTPUT_DIRECTORY will be
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# If a relative path is entered the value of OUTPUT_DIRECTORY will be
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53
glm/glm.hpp
53
glm/glm.hpp
@ -2,7 +2,7 @@
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// OpenGL Mathematics Copyright (c) 2005 - 2010 G-Truc Creation (www.g-truc.net)
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// OpenGL Mathematics Copyright (c) 2005 - 2010 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2005-01-14
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// Created : 2005-01-14
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// Updated : 2009-05-01
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// Updated : 2010-05-30
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// Licence : This source is under MIT License
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// Licence : This source is under MIT License
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// File : glm/glm.hpp
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// File : glm/glm.hpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@ -11,13 +11,17 @@
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*
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*
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* OpenGL Mathematics (GLM) is a C++ mathematics library for 3D applications based on the OpenGL Shading Language (GLSL) specification.
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* OpenGL Mathematics (GLM) is a C++ mathematics library for 3D applications based on the OpenGL Shading Language (GLSL) specification.
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*
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*
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* 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.
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* 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.
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*
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*
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* However, this project isn't limited by GLSL features. An extension system based on GLSL extensions development conventions allows to extend GLSL capabilities.
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* However, this project isn't limited by GLSL features. An extension system, based on the GLSL extension conventions, allows extended capabilities.
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*
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*
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* 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.
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* 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.
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*
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*
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* Any feedback is welcome, please send them to g.truc.creation[NO_SPAM_THANKS]gmail.com.
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* 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
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*
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* The source code is under the MIT licence.
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*
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* Any feedback is welcome and can be sent to g.truc.creation[at]gmail.com.
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*
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*
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*/
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*/
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@ -58,22 +62,7 @@ namespace glm
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//! from section 4.1.2 Booleans, 4.1.3 Integers section, 4.1.4 Floats section,
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//! from section 4.1.2 Booleans, 4.1.3 Integers section, 4.1.4 Floats section,
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//! 4.1.5 Vectors and section 4.1.6 Matrices of GLSL 1.30.8 specification.
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//! 4.1.5 Vectors and section 4.1.6 Matrices of GLSL 1.30.8 specification.
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//! This namespace resolves precision qualifier define in section 4.5 of GLSL 1.30.8 specification.
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//! This namespace resolves precision qualifier define in section 4.5 of GLSL 1.30.8 specification.
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namespace type
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namespace type{}
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{
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/*
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//! Scalar types from section 4.1.2 Booleans, 4.1.3 Integers and 4.1.4 Floats of GLSL 1.30.8 specification.
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//! This namespace is included in glm namespace.
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namespace scalar{}
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//! Vector types from section 4.1.5 of GLSL 1.30.8 specification.
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//! This namespace is included in glm namespace.
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namespace vector{}
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//! Matrix types from section 4.1.6 of GLSL 1.30.8 specification.
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//! This namespace is included in glm namespace.
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namespace matrix{}
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*/
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}
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//! Some of the functions defined in section 8 Built-in Functions of GLSL 1.30.8 specification.
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//! Some of the functions defined in section 8 Built-in Functions of GLSL 1.30.8 specification.
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//! Angle and trigonometry, exponential, common, geometric, matrix and vector relational functions.
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//! Angle and trigonometry, exponential, common, geometric, matrix and vector relational functions.
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@ -109,44 +98,22 @@ namespace glm
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#include "./core/func_integer.hpp"
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#include "./core/func_integer.hpp"
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#include "./core/func_noise.hpp"
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#include "./core/func_noise.hpp"
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#include "./core/_swizzle.hpp"
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#include "./core/_swizzle.hpp"
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//#include "./core/_xref2.hpp"
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//#include "./core/_xref3.hpp"
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//#include "./core/_xref4.hpp"
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#if(defined(GLM_MESSAGE) && (GLM_MESSAGE & (GLM_MESSAGE_CORE | GLM_MESSAGE_NOTIFICATION)))
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#if(defined(GLM_MESSAGE) && (GLM_MESSAGE & (GLM_MESSAGE_CORE | GLM_MESSAGE_NOTIFICATION)))
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# pragma message("GLM message: Core library included")
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# pragma message("GLM message: Core library included")
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#endif//GLM_MESSAGE
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#endif//GLM_MESSAGE
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#if(defined(GLM_COMPILER) && (GLM_COMPILER & GLM_COMPILER_VC))
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#if(defined(GLM_COMPILER) && (GLM_COMPILER & GLM_COMPILER_VC))
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# define GLM_DEPRECATED __declspec(deprecated)
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# define GLM_DEPRECATED __declspec(deprecated)
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# define GLM_RESTRICT __restrict
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# define GLM_RESTRICT __restrict
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# define GLM_ALIGN(x) __declspec(align(x))
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# define GLM_ALIGN(x) __declspec(align(x))
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//# define aligned(x) __declspec(align(x)) struct
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//# define aligned(x) __declspec(align(x)) struct
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#else
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#else
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# define GLM_DEPRECATED
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# define GLM_DEPRECATED
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# define GLM_RESTRICT
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# define GLM_RESTRICT
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# define GLM_ALIGN(x)
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# define GLM_ALIGN(x)
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#endif//GLM_COMPILER
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#endif//GLM_COMPILER
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////////////////////
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////////////////////
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// check type sizes
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// check type sizes
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#ifndef GLM_STATIC_ASSERT_NULL
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#ifndef GLM_STATIC_ASSERT_NULL
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