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Preparing GLM 0.9.7.1 release
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@ -17,7 +17,7 @@ This library works perfectly with *[OpenGL](https://www.opengl.org)* but it also
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- [CUDA](https://developer.nvidia.com/about-cuda) 4.0 and higher (experimental)
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- [CUDA](https://developer.nvidia.com/about-cuda) 4.0 and higher (experimental)
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- Any conform C++98 or C++11 compiler
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- Any conform C++98 or C++11 compiler
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For more information about *GLM*, please have a look at the [manual](http://glm.g-truc.net/0.9.6/glm-0.9.6.pdf) and the [API reference documentation](http://glm.g-truc.net/0.9.6/api/index.html).
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For more information about *GLM*, please have a look at the [manual](http://glm.g-truc.net/0.9.7/glm-0.9.7.pdf) and the [API reference documentation](http://glm.g-truc.net/0.9.7/api/index.html).
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The source code and the documentation are licensed under the [Happy Bunny License (Modified MIT) or the MIT License](./copying.txt).
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The source code and the documentation are licensed under the [Happy Bunny License (Modified MIT) or the MIT License](./copying.txt).
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Thanks for contributing to the project by [submitting issues](https://github.com/g-truc/glm/issues) for bug reports and feature requests. Any feedback is welcome at [glm@g-truc.net](mailto://glm@g-truc.net).
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Thanks for contributing to the project by [submitting issues](https://github.com/g-truc/glm/issues) for bug reports and feature requests. Any feedback is welcome at [glm@g-truc.net](mailto://glm@g-truc.net).
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@ -28,10 +28,11 @@ Thanks for contributing to the project by [submitting issues](https://github.com
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#include <glm/vec4.hpp> // glm::vec4
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#include <glm/vec4.hpp> // glm::vec4
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#include <glm/mat4x4.hpp> // glm::mat4
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#include <glm/mat4x4.hpp> // glm::mat4
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#include <glm/gtc/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale, glm::perspective
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#include <glm/gtc/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale, glm::perspective
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#include <glm/gtc/constant.hpp> // glm::pi
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glm::mat4 camera(float Translate, glm::vec2 const & Rotate)
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glm::mat4 camera(float Translate, glm::vec2 const & Rotate)
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{
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{
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glm::mat4 Projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.f);
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glm::mat4 Projection = glm::perspective(glm::pi<float>() * 0.25f, 4.0f / 3.0f, 0.1f, 100.f);
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glm::mat4 View = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -Translate));
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glm::mat4 View = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -Translate));
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View = glm::rotate(View, Rotate.y, glm::vec3(-1.0f, 0.0f, 0.0f));
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View = glm::rotate(View, Rotate.y, glm::vec3(-1.0f, 0.0f, 0.0f));
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View = glm::rotate(View, Rotate.x, glm::vec3(0.0f, 1.0f, 0.0f));
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View = glm::rotate(View, Rotate.x, glm::vec3(0.0f, 1.0f, 0.0f));
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@ -50,7 +51,7 @@ glm::mat4 camera(float Translate, glm::vec2 const & Rotate)
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## Release notes
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## Release notes
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#### [GLM 0.9.7.1](https://github.com/g-truc/glm/releases/latest) - 2015-XX-XX
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#### [GLM 0.9.7.1](https://github.com/g-truc/glm/releases/tag/0.9.7.1) - 2015-09-07
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##### Improvements:
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##### Improvements:
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- Improved constexpr for constant functions coverage #198
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- Improved constexpr for constant functions coverage #198
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- Added to_string for quat and dual_quat in GTX_string_cast #375
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- Added to_string for quat and dual_quat in GTX_string_cast #375
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