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Added int 10 10 10 2 extension
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@ -41,6 +41,7 @@
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#include "./gtx/gradient_paint.hpp"
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#include "./gtx/handed_coordinate_space.hpp"
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#include "./gtx/inertia.hpp"
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#include "./gtx/int_10_10_10_2.hpp"
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#include "./gtx/integer.hpp"
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#include "./gtx/intersect.hpp"
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#include "./gtx/inverse.hpp"
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@ -23,10 +23,8 @@ namespace glm
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namespace int_10_10_10_2
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{
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//! From GLM_GTX_int_10_10_10_2 extension.
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int int10_10_10_2_cast(glm::vec4 const & v);
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//! From GLM_GTX_int_10_10_10_2 extension.
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uint uint10_10_10_2_cast(glm::vec4 const & v);
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//! Cast a vec4 to an u_10_10_10_2.
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dword uint10_10_10_2_cast(glm::vec4 const & v);
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}//namespace integer
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}//namespace gtx
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@ -11,16 +11,9 @@ namespace glm{
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namespace gtx{
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namespace int_10_10_10_2
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{
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//! From GLM_GTX_int_10_10_10_2 extension.
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int int10_10_10_2_cast(glm::vec4 const & v)
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dword uint10_10_10_2_cast(glm::vec4 const & v)
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{
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return int(v.x * 2047.f) << 0 | int(v.y * 2047.f) << 10 | int(v.z * 2047.f) << 20 | int(v.w * 3.f) << 30;
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}
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//! From GLM_GTX_int_10_10_10_2 extension.
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uint uint10_10_10_2_cast(glm::vec4 const & v)
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{
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return uint(v.x * 2047.f) << 0 | uint(v.y * 2047.f) << 10 | uint(v.z * 2047.f) << 20 | uint(v.w * 3.f) << 30;
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return dword(uint(v.x * 2047.f) << 0 | uint(v.y * 2047.f) << 10 | uint(v.z * 2047.f) << 20 | uint(v.w * 3.f) << 30);
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}
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}//namespace int_10_10_10_2
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