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Fixed table of contents case
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+ [5.1. GLM Replacements for deprecated OpenGL functions](#section5_1)
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+ [5.2. GLM Replacements for GPU functions](#section5_2)
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+ [6. Known issues](#section6)
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+ [6.1. NOT FUNCTION](#section6_1)
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+ [6.2. PRECISION QUALIFIERS SUPPORT](#section6_2)
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+ [6.1. Not function](#section6_1)
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+ [6.2. Precision qualifiers support](#section6_2)
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+ [7. FAQ](#section7)
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+ [7.1 WHY GLM FOLLOWS GLSL SPECIFICATION AND CONVENTIONS?](#section7_1)
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+ [7.2. DOES GLM RUN GLSL PROGRAM?](#section7_2)
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+ [7.3. DOES A GLSL COMPILER BUILD GLM CODES?](#section7_3)
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+ [7.4. SHOULD I USE ‘GTX’ EXTENSIONS?](#section7_4)
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+ [7.5. WHERE CAN I ASK MY QUESTIONS?](#section7_5)
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+ [7.6. WHERE CAN I FIND THE DOCUMENTATION OF EXTENSIONS?](#section7_6)
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+ [7.7. SHOULD I USE ‘USING NAMESPACE GLM;’?](#section7_7)
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+ [7.8. IS GLM FAST?](#section7_8)
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+ [7.9. WHEN I BUILD WITH VISUAL C++ WITH /W4 WARNING LEVEL, I HAVE WARNINGS...](#section7_9)
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+ [7.10. WHY SOME GLM FUNCTIONS CAN CRASH BECAUSE OF DIVISION BY ZERO?](#section7_10)
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+ [7.11. WHAT UNIT FOR ANGLES IS USED IN GLM?](#section7_11)
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+ [8. CODE SAMPLES](#section8)
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+ [8.1. COMPUTE A TRIANGLE NORMAL](#section8_1)
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+ [8.2. MATRIX TRANSFORM](#section8_2)
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+ [8.3. VECTOR TYPES](#section8_3)
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+ [8.4. LIGHTING](#section8_4)
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+ [9. REFERENCES](#section9)
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+ [9.1. GLM DEVELOPMENT](#section9_1)
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+ [7.1 Why GLM follows GLSL specification and conventions?](#section7_1)
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+ [7.2. Does GLM run GLSL programs?](#section7_2)
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+ [7.3. Does a GLSL compiler build GLM codes?](#section7_3)
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+ [7.4. Should I use ‘GTX’ extensions?](#section7_4)
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+ [7.5. Where can I ask my questions?](#section7_5)
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+ [7.6. Where can I find the documentation of extensions?](#section7_6)
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+ [7.7. Should I use 'using namespace glm;'?](#section7_7)
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+ [7.8. Is GLM fast?](#section7_8)
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+ [7.9. When I build with Visual C++ with /w4 warning level, I have warnings...](#section7_9)
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+ [7.10. Why some GLM functions can crash because of division by zero?](#section7_10)
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+ [7.11. What unit for angles us used in GLM?](#section7_11)
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+ [8. Code samples](#section8)
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+ [8.1. Compute a triangle normal](#section8_1)
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+ [8.2. Matrix transform](#section8_2)
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+ [8.3. Vector types](#section8_3)
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+ [8.4. Lighting](#section8_4)
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+ [9. References](#section9)
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+ [9.1. GLM development](#section9_1)
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+ [9.2. OpenGL specifications](#section9_2)
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+ [9.3. EXTERNAL LINKS](#section9_3)
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+ [9.4. PROJECTS USING GLM](#section9_4)
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+ [9.5. OPENGL TUTORIALS USING GLM](#section9_5)
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+ [9.6. EQUIVALENT FOR OTHER LANGUAGES](#section9_6)
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+ [9.7. ALTERNATIVES TO GLM](#section9_7)
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+ [9.3. External links](#section9_3)
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+ [9.4. Projects using GLM](#section9_4)
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+ [9.5. OpenGL tutorials using GLM](#section9_5)
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+ [9.6. Equivalent for other languages](#section9_6)
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+ [9.7. Alternatives to GLM](#section9_7)
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+ [9.8. Acknowledgements](#section9_8)
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---
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