added GLM_FUNC_DECL to avoid nvcc warnings

This commit is contained in:
dachziegel 2014-03-15 11:04:12 +01:00
parent ce431012c9
commit 2536c4c6b6
2 changed files with 16 additions and 16 deletions

View File

@ -153,7 +153,7 @@ namespace detail
T const & s);
template <typename T, precision P>
tmat2x3<T, P> operator+ (
GLM_FUNC_DECL tmat2x3<T, P> operator+ (
tmat2x3<T, P> const & m1,
tmat2x3<T, P> const & m2);

View File

@ -54,67 +54,67 @@ namespace glm
/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X.
/// @see gtx_euler_angles
template <typename T>
detail::tmat4x4<T, defaultp> eulerAngleX(
GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleX(
T const & angleX);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y.
/// @see gtx_euler_angles
template <typename T>
detail::tmat4x4<T, defaultp> eulerAngleY(
GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleY(
T const & angleY);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z.
/// @see gtx_euler_angles
template <typename T>
detail::tmat4x4<T, defaultp> eulerAngleZ(
GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleZ(
T const & angleZ);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y).
/// @see gtx_euler_angles
template <typename T>
detail::tmat4x4<T, defaultp> eulerAngleXY(
GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleXY(
T const & angleX,
T const & angleY);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X).
/// @see gtx_euler_angles
template <typename T>
detail::tmat4x4<T, defaultp> eulerAngleYX(
GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleYX(
T const & angleY,
T const & angleX);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z).
/// @see gtx_euler_angles
template <typename T>
detail::tmat4x4<T, defaultp> eulerAngleXZ(
GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleXZ(
T const & angleX,
T const & angleZ);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X).
/// @see gtx_euler_angles
template <typename T>
detail::tmat4x4<T, defaultp> eulerAngleZX(
GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleZX(
T const & angle,
T const & angleX);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z).
/// @see gtx_euler_angles
template <typename T>
detail::tmat4x4<T, defaultp> eulerAngleYZ(
GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleYZ(
T const & angleY,
T const & angleZ);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y).
/// @see gtx_euler_angles
template <typename T>
detail::tmat4x4<T, defaultp> eulerAngleZY(
GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleZY(
T const & angleZ,
T const & angleY);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
/// @see gtx_euler_angles
template <typename T>
detail::tmat4x4<T, defaultp> eulerAngleYXZ(
GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleYXZ(
T const & yaw,
T const & pitch,
T const & roll);
@ -122,7 +122,7 @@ namespace glm
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
/// @see gtx_euler_angles
template <typename T>
detail::tmat4x4<T, defaultp> yawPitchRoll(
GLM_FUNC_DECL detail::tmat4x4<T, defaultp> yawPitchRoll(
T const & yaw,
T const & pitch,
T const & roll);
@ -130,22 +130,22 @@ namespace glm
/// Creates a 2D 2 * 2 rotation matrix from an euler angle.
/// @see gtx_euler_angles
template <typename T>
detail::tmat2x2<T, defaultp> orientate2(T const & angle);
GLM_FUNC_DECL detail::tmat2x2<T, defaultp> orientate2(T const & angle);
/// Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle.
/// @see gtx_euler_angles
template <typename T>
detail::tmat3x3<T, defaultp> orientate3(T const & angle);
GLM_FUNC_DECL detail::tmat3x3<T, defaultp> orientate3(T const & angle);
/// Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z).
/// @see gtx_euler_angles
template <typename T, precision P>
detail::tmat3x3<T, P> orientate3(detail::tvec3<T, P> const & angles);
GLM_FUNC_DECL detail::tmat3x3<T, P> orientate3(detail::tvec3<T, P> const & angles);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
/// @see gtx_euler_angles
template <typename T, precision P>
detail::tmat4x4<T, P> orientate4(detail::tvec3<T, P> const & angles);
GLM_FUNC_DECL detail::tmat4x4<T, P> orientate4(detail::tvec3<T, P> const & angles);
/// @}
}//namespace glm