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Updated minimum compiler version required
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@ -169,8 +169,8 @@
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# if !defined(CUDA_VERSION) && !defined(GLM_FORCE_CUDA)
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# include <cuda.h> // make sure version is defined since nvcc does not define it itself!
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# endif
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# if CUDA_VERSION < 3000
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# error "GLM requires CUDA 3.0 or higher"
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# if CUDA_VERSION < 7000
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# error "GLM requires CUDA 7.0 or higher"
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# else
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# define GLM_COMPILER GLM_COMPILER_CUDA
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# endif
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@ -9,12 +9,12 @@ This project isn't limited to *GLSL* features. An extension system, based on the
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This library works perfectly with *[OpenGL](https://www.opengl.org)* 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 development context that requires a simple and convenient mathematics library.
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*GLM* is written in C++98 but can take advantage of C++11 when supported by the compiler. It is a platform independent library with no dependence and it officially supports the following compilers:
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- [Apple Clang 4.0](https://developer.apple.com/library/mac/documentation/CompilerTools/Conceptual/LLVMCompilerOverview/index.html) and higher
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- [GCC](http://gcc.gnu.org/) 4.2 and higher
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- [Apple Clang 5.0](https://developer.apple.com/library/mac/documentation/CompilerTools/Conceptual/LLVMCompilerOverview/index.html) and higher
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- [GCC](http://gcc.gnu.org/) 4.6 and higher
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- [Intel C++ Composer](https://software.intel.com/en-us/intel-compilers) XE 2013 and higher
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- [LLVM](http://llvm.org/) 3.0 and higher
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- [LLVM](http://llvm.org/) 3.2 and higher
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- [Visual C++](http://www.visualstudio.com/) 2010 and higher
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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) 7.0 and higher (experimental)
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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/0.9.7/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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