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- Added GLM_FORCE_QUAT_DATA_WXYZ to store quat data as w,x,y,z instead of x,y,z,w #983
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@ -42,12 +42,20 @@ namespace glm
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# if GLM_LANG & GLM_LANG_CXXMS_FLAG
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union
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{
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struct { T x, y, z, w;};
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# ifdef GLM_FORCE_QUAT_DATA_WXYZ
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struct { T w, x, y, z; };
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# else
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struct { T x, y, z, w; };
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# endif
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typename detail::storage<4, T, detail::is_aligned<Q>::value>::type data;
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};
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# else
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T x, y, z, w;
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# ifdef GLM_FORCE_QUAT_DATA_WXYZ
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T x, y, z, w;
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# else
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T w, x, y, z;
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# endif
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# endif
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# if GLM_SILENT_WARNINGS == GLM_ENABLE
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@ -35,6 +35,7 @@
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+ [2.18. GLM\_FORCE\_SIZE\_T\_LENGTH: Vector and matrix static size type](#section2_18)
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+ [2.19. GLM\_FORCE\_UNRESTRICTED\_GENTYPE: Removing genType restriction](#section2_19)
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+ [2.20. GLM\_FORCE\_SILENT\_WARNINGS: Silent C++ warnings from language extensions](#section2_20)
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+ [2.21. GLM\_FORCE\_QUAT\_DATA\_WXYZ: Force GLM to store quat data as w,x,y,z instead of x,y,z,w](#section2_21)
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+ [3. Stable extensions](#section3)
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+ [3.1. Scalar types](#section3_1)
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+ [3.2. Scalar functions](#section3_2)
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@ -716,6 +717,11 @@ int average(int const A, int const B)
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When using /W4 on Visual C++ or -Wpedantic on GCC, for example, the compilers will generate warnings for using C++ language extensions (/Za with Visual C++) such as anonymous struct.
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GLM relies on anonymous structs for swizzle operators and aligned vector types. To silent those warnings define `GLM_FORCE_SILENT_WARNINGS` before including GLM headers.
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### <a name="section2_21"></a> 2.21. GLM\_FORCE\_QUAT\_DATA\_WXYZ: Force GLM to store quat data as w,x,y,z instead of x,y,z,w
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By default GLM store quaternion components with the x, y, z, w order. `GLM_FORCE_QUAT_DATA_WXYZ` allows switching the quaternion data storage to the w, x, y, z order.
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---
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<div style="page-break-after: always;"> </div>
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@ -59,6 +59,7 @@ glm::mat4 camera(float Translate, glm::vec2 const& Rotate)
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- Added CMake GLM interface #963
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- Added fma implementation based on std::fma #969
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- Added missing quat constexpr #955
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- Added GLM_FORCE_QUAT_DATA_WXYZ to store quat data as w,x,y,z instead of x,y,z,w #983
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#### Fixes:
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- Fixed equal ULP variation when using negative sign #965
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