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Getting GLM 0.9.3B release ready
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/*!
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@mainpage OpenGL Mathematics
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OpenGL Mathematics (GLM) is a C++ mathematics library for graphics software based on the OpenGL Shading Language (GLSL) specification.
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OpenGL Mathematics (GLM) is a header only C++ mathematics library for graphics software based on the OpenGL Shading Language (GLSL) specification.
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GLM provides classes and functions designed and implemented with the same naming conventions and functionalities than GLSL so that when a programmer knows GLSL, he knows GLM as well which makes it really easy to use.
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This project isn't limited by GLSL features. An extension system, based on the GLSL extension conventions, provides extended capabilities: matrix transformations, quaternions, half-based types, random numbers, etc...
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This project isn't limited to GLSL features. An extension system, based on the GLSL extension conventions, provides extended capabilities: matrix transformations, quaternions, half-based types, random numbers, procedural noise functions, etc...
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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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This library works perfectly with OpenGL but it also ensures interoperability with third party libraries and SDKs.
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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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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 officially supports the following compilers:
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- Clang 2.6 and higher
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- Clang 2.6 and higher
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- CUDA 3.0 and higher
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- GCC 3.4 and higher
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- LLVM 2.3 through GCC 4.2 front-end and higher
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@ -23,11 +24,11 @@
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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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These pages are the API reference only. For more information about how to use GLM, please have a look at <a href="http://glm.g-truc.net/glm.pdf">the manual</a>.
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Thanks for contributing to the project by <a href="https://sourceforge.net/apps/trac/ogl-math/newticket">submitting tickets for bug reports and feature requests</a>.
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(SF.net account required). Any feedback is welcome at glm@g-truc.net.
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These pages are the API reference only. For more information about how to use GLM, please have a look at <a href="http://glm.g-truc.net/glm.pdf">the manual</a>.
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**/
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/*!
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based on the <link href="http://www.opengl.org/documentation/glsl/">OpenGL Shading Language (GLSL)</link> specification.
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</paragraph>
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<paragraph>
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GLM provides classes and functions designed and
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implemented with the same naming conventions
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and functionalities than GLSL so that
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when a programmer knows GLSL, he knows GLM as well which makes it really easy to use.
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GLM provides classes and functions designed and implemented with the same naming conventions
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and functionalities than GLSL so that when a programmer knows GLSL, he knows GLM as well
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which makes it really easy to use.
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</paragraph>
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<paragraph>
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This project isn't limited by GLSL features.
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An extension system, based on the GLSL extension conventions,
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provides extended capabilities: matrix transformations,
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quaternions, half-based types, random numbers, etc...
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This project isn't limited to GLSL features. An extension system, based on the GLSL extension conventions,
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provides extended capabilities: matrix transformations, quaternions, half-based types, random numbers,
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procedural noise functions, etc...
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</paragraph>
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<paragraph>
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This library works perfectly with OpenGL but it also ensures interoperability with other third party libraries and SDKs. 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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This library works perfectly with OpenGL but it also ensures interoperability with third party libraries and SDKs.
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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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</paragraph>
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<list name="GLM is written as a platform independent library with no dependence and officially supports the following compilers:">
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<list-element><link href="http://clang.llvm.org">Clang</link> 2.0 and higher</list-element>
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<list name="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 officially supports the following compilers:">
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<list-element><link href="http://clang.llvm.org">Clang</link> 2.6 and higher</list-element>
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<list-element>
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<link href="http://developer.nvidia.com/category/zone/cuda-zone">CUDA</link> 3.0 and higher
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</list-element>
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<list-element><link href="http://gcc.gnu.org/">GCC</link> 3.4 and higher</list-element>
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<list-element><link href="http://llvm.org/">LLVM</link> 2.3 through GCC 4.2 front-end and higher</list-element>
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<list-element><link href="http://msdn.microsoft.com/en-us/visualc/default">Visual C++</link> 2005 and higher</list-element>
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<list-element>Any C++ compiler following C++98 norm</list-element>
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<list-element>Any conform C++98 or C++11 compiler</list-element>
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</list>
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<paragraph>
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The source code is under the <link href="./copying.txt">MIT license</link>.
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The source code is licenced under the <link href="./copying.txt">MIT license</link>.
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</paragraph>
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<paragraph>
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For more information about GLM, please have a look at <a href="http://glm.g-truc.net/glm.pdf">the manual</a> and <a href="http://glm.g-truc.net/api/index.html">the API reference documentation</a>.
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<paragraph>
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Thanks for contributing to the project by <link href="https://sourceforge.net/apps/trac/ogl-math/newticket">submitting tickets</link> for bug reports and feature requests. (SF.net account required).
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Any feedback is welcome at <a href="mailto://glm@g-truc.net">glm@g-truc.net</a>.
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</paragraph>
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</menu-group>
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<menu-group name="Documentation">
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<menu-entry name="GLM Manual" href="./glm-0.9.2.pdf" />
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<menu-entry name="GLM API" href="./api-0.9.2/index.html" />
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<menu-entry name="GLM Manual" href="./glm.pdf" />
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<menu-entry name="GLM API" href="./api/index.html" />
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<menu-entry name="Code samples" href="./code.html" />
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<menu-entry name="GLSL Specification" href="http://www.opengl.org/registry/doc/GLSLangSpec.4.10.6.clean.pdf" />
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<menu-entry name="OpenGL.org Toolkits forum" href="http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=postlist&Board=10&page=1" />
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