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Merge branch 'doc' into 0.9.1
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5c50c67ba4
@ -9,15 +9,15 @@
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This library works perfectly with OpenGL but it also ensures interoperability with other third party libraries and SDK. It is a good candidate for software rendering (Raytracing / Rasterisation), image processing, physic simulations and any context that requires a simple and convenient mathematics library.
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\note The Doxygen-generated documentation will often state that a type or function
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is defined in a namespace that is a child of the \link glm glm \endlink namespace.
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Please ignore this; you can access all publicly available types as direct children
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of the glm namespace.
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GLM is written as a platform independent library with no dependence and officially supports the following compilers:
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1. GCC 3.4 and higher
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2. LLVM 2.3 through GCC 4.2 front-end and higher
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3. Visual Studio 2005 and higher
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\note The Doxygen-generated documentation will often state that a type or function
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is defined in a namespace that is a child of the \link glm glm \endlink namespace.
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Please ignore this; All publicly available types and functions can be accessed as a direct children
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of the glm namespace.
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The source code is licenced under the <a href="http://www.opensource.org/licenses/mit-license.php">MIT licence</a>.
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@ -67,7 +67,7 @@ int foo()
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The \ref core "GLM" represents only what GLSL's core provides in terms of types and functions
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(to the best of GLM's ability to replicate them). All that is needed to use the core
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is to <tt>#include <glm/glm.hpp></tt>.
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is to include <tt><glm/glm.hpp></tt>.
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\ref gtc "GTC extensions" are functions and types that add onto the core.
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These are considered reasonably stable, with their APIs not changing much between
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@ -79,7 +79,7 @@ int foo()
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is why they are marked "experimental". Like GTC extensions, each experimental extension is included
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with a separate header file.
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All the extensions can be included at once by default with <tt>#include <glm/ext.hpp></tt>
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All the extensions can be included at once by default by including <tt><glm/ext.hpp></tt>
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but this is not recommanded as it will reduce compilation speed for many unused features.
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All of GLM is defined as direct children of the glm namespace, including extensions.
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@ -255,8 +255,8 @@ void foo()
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GLM's functions are defined in headers, so they are defined with C++'s "inline" delcaration.
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This does not require the compiler to inline them, however.
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If you want to force the compiler to inline the function, using whatever capabilities that the compiler provides to do so,
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you can define GLM_FORCE_INLINE before any inclusion of <glm/glm.hpp>.
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To force the compiler to inline the function, using whatever capabilities that the compiler provides to do so,
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GLM_FORCE_INLINE can be defined before any inclusion of <glm/glm.hpp>.
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\code
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#define GLM_FORCE_INLINE
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@ -281,7 +281,7 @@ void foo()
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\section advanced_compatibility Compatibility
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Compilers have some language extensions that GLM will automatically take advantage of them when they are enabled.
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The #define GLM_FORCE_CXX98 can switch off these extensions, forcing GLM to operate on pure C++98.
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GLM_FORCE_CXX98 can switch off these extensions, forcing GLM to operate on pure C++98.
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\code
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#define GLM_FORCE_CXX98
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@ -394,9 +394,10 @@ void foo()
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\section faq7 Should I use 'using namespace glm;'?
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This is unwise. There is every chance that are that if 'using namespace glm;' is called, name collisions will happen. GLSL names for functions are fairly generic, so it is entirely likely that there is another function called, for example, \link glm::sqrt sqrt \endlink.
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This is unwise. Chances are that if 'using namespace glm;' is called, name collisions will happen.
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GLSL names for functions are fairly generic, so it is entirely likely that there is another function called, for example, \link glm::sqrt sqrt \endlink.
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If you need frequent use of particular types, you can bring them into the global
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For frequent use of particular types, they can be brough into the global
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namespace with a 'using' declaration like this:
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/code
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@ -409,9 +410,11 @@ void foo()
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GLM is mainly designed to be convenient; that's why it is written against GLSL specification.
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The <a href="http://en.wikipedia.org/wiki/Pareto_principle">80-20</a> rule suggests that 80% of a program's performance comes from 20% of its code. Therefore, one must first identify which 20% of the code is impacting the performance.
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The <a href="http://en.wikipedia.org/wiki/Pareto_principle">80-20 rule</a> suggests that 80% of a program's performance comes from 20% of its code.
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Therefore, one should first identify which 20% of the code is impacting the performance.
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In general, if one identifies certain math code to be a performance bottleneck, the only way to solve this is to write specialized code for those particular math needs. So no canned library solution would be suitable.
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In general, if one identifies certain math code to be a performance bottleneck, the only way to solve this is to write specialized code for those particular math needs.
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So no canned library solution would be suitable.
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That being said, GLM can provides some descent performances alternatives based on approximations or SIMD instructions.
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**/
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@ -603,27 +606,30 @@ glm::vec3 lighting(
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\page pg_reference References
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OpenGL 4.1 core specification:
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http://www.opengl.org/registry/doc/glspec41.core.20100725.pdf
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http://www.opengl.org/registry/doc/glspec41.core.20100725.pdf
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GLSL 4.10 specification:
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http://www.opengl.org/registry/doc/GLSLangSpec.4.10.6.clean.pdf
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http://www.opengl.org/registry/doc/GLSLangSpec.4.10.6.clean.pdf
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GLU 1.3 specification:
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http://www.opengl.org/documentation/specs/glu/glu1_3.pdf
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http://www.opengl.org/documentation/specs/glu/glu1_3.pdf
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GLM HEAD snapshot:
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http://ogl-math.git.sourceforge.net/git/gitweb.cgi?p=ogl-math/ogl-math;a=snapshot;h=HEAD;sf=tgz
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http://ogl-math.git.sourceforge.net/git/gitweb.cgi?p=ogl-math/ogl-math;a=snapshot;h=HEAD;sf=tgz
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GLM Trac, for bug report and feature request:
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GLM bug tracker:
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https://sourceforge.net/apps/trac/ogl-math
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GLM website:
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http://glm.g-truc.net
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GLM OpenGL SDK page:
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http://www.opengl.org/sdk/libs/GLM/
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G-Truc Creation page:
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http://www.g-truc.net/project-0016.html
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http://www.g-truc.net/project-0016.html
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The OpenGL Toolkits forum to ask questions about GLM:
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http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=postlist&Board=10&page=1
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http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=postlist&Board=10&page=1
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**/
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