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Merge branch '0.9.2' into cuda
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8ef16675b5
@ -19,6 +19,7 @@
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#define GLM_VERSION_PATCH 2
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#define GLM_VERSION_REVISION 0
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Compiler
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@ -37,6 +38,7 @@
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#define GLM_COMPILER_VC2005 0x01000070
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#define GLM_COMPILER_VC2008 0x01000080
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#define GLM_COMPILER_VC2010 0x01000090
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#define GLM_COMPILER_VC2011 0x010000A0
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// GCC defines
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#define GLM_COMPILER_GCC 0x02000000
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@ -98,6 +100,8 @@
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# define GLM_COMPILER GLM_COMPILER_VC2008
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# elif _MSC_VER == 1600
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# define GLM_COMPILER GLM_COMPILER_VC2010
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# elif _MSC_VER == 1700
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# define GLM_COMPILER GLM_COMPILER_VC2011
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# else//_MSC_VER
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# define GLM_COMPILER GLM_COMPILER_VC
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# endif//_MSC_VER
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@ -4,16 +4,49 @@
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// Created : 2010-09-16
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// Updated : 2010-09-16
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// Licence : This source is under MIT licence
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// File : test/gtc/matrix_transform.cpp
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// File : test/gtc/type_ptr.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#define GLM_MESSAGES
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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bool test_make_pointer()
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{
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float ArrayA[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15};
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int ArrayB[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15};
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bool ArrayC[] = {true, false, true, false, true, false, true, false, true, false, true, false, true, false, true, false};
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glm::vec2 Vec2A = glm::make_vec2(ArrayA);
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glm::vec3 Vec3A = glm::make_vec3(ArrayA);
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glm::vec4 Vec4A = glm::make_vec4(ArrayA);
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glm::ivec2 Vec2B = glm::make_vec2(ArrayB);
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glm::ivec3 Vec3B = glm::make_vec3(ArrayB);
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glm::ivec4 Vec4B = glm::make_vec4(ArrayB);
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glm::bvec2 Vec2C = glm::make_vec2(ArrayC);
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glm::bvec3 Vec3C = glm::make_vec3(ArrayC);
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glm::bvec4 Vec4C = glm::make_vec4(ArrayC);
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glm::mat2x2 Mat2x2A = glm::make_mat2x2(ArrayA);
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glm::mat2x3 Mat2x3A = glm::make_mat2x3(ArrayA);
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glm::mat2x4 Mat2x4A = glm::make_mat2x4(ArrayA);
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glm::mat3x2 Mat3x2A = glm::make_mat3x2(ArrayA);
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glm::mat3x3 Mat3x3A = glm::make_mat3x3(ArrayA);
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glm::mat3x4 Mat3x4A = glm::make_mat3x4(ArrayA);
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glm::mat4x2 Mat4x2A = glm::make_mat4x2(ArrayA);
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glm::mat4x3 Mat4x3A = glm::make_mat4x3(ArrayA);
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glm::mat4x4 Mat4x4A = glm::make_mat4x4(ArrayA);
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return true;
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}
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int main()
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{
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int Failed = 0;
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Failed += test_make_pointer() ? 0 : 1;
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return Failed;
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}
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