Getting GLM 0.9.3B release ready

This commit is contained in:
Christophe Riccio 2011-12-12 12:36:58 +00:00
parent c3db22aab9
commit cac612127f
2 changed files with 23 additions and 22 deletions

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/*!
@mainpage OpenGL Mathematics
OpenGL Mathematics (GLM) is a C++ mathematics library for graphics software based on the OpenGL Shading Language (GLSL) specification.
OpenGL Mathematics (GLM) is a header only C++ mathematics library for graphics software based on the OpenGL Shading Language (GLSL) specification.
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.
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...
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...
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.
This library works perfectly with OpenGL but it also ensures interoperability with 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.
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:
- Clang 2.6 and higher
- Clang 2.6 and higher
- CUDA 3.0 and higher
- GCC 3.4 and higher
- LLVM 2.3 through GCC 4.2 front-end and higher
@ -23,11 +24,11 @@
of the glm namespace.
The source code is licenced under the <a href="http://www.opensource.org/licenses/mit-license.php">MIT licence</a>.
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>.
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>.
(SF.net account required). Any feedback is welcome at glm@g-truc.net.
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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based on the <link href="http://www.opengl.org/documentation/glsl/">OpenGL Shading Language (GLSL)</link> specification.
</paragraph>
<paragraph>
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.
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.
</paragraph>
<paragraph>
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...
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...
</paragraph>
<paragraph>
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.
This library works perfectly with OpenGL but it also ensures interoperability with 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.
</paragraph>
<list name="GLM is written as a platform independent library with no dependence and officially supports the following compilers:">
<list-element><link href="http://clang.llvm.org">Clang</link> 2.0 and higher</list-element>
<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:">
<list-element><link href="http://clang.llvm.org">Clang</link> 2.6 and higher</list-element>
<list-element>
<link href="http://developer.nvidia.com/category/zone/cuda-zone">CUDA</link> 3.0 and higher
</list-element>
<list-element><link href="http://gcc.gnu.org/">GCC</link> 3.4 and higher</list-element>
<list-element><link href="http://llvm.org/">LLVM</link> 2.3 through GCC 4.2 front-end and higher</list-element>
<list-element><link href="http://msdn.microsoft.com/en-us/visualc/default">Visual C++</link> 2005 and higher</list-element>
<list-element>Any C++ compiler following C++98 norm</list-element>
<list-element>Any conform C++98 or C++11 compiler</list-element>
</list>
<paragraph>
The source code is under the <link href="./copying.txt">MIT license</link>.
The source code is licenced under the <link href="./copying.txt">MIT license</link>.
</paragraph>
<paragraph>
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>.
<paragraph>
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).
Any feedback is welcome at <a href="mailto://glm@g-truc.net">glm@g-truc.net</a>.
</paragraph>
@ -1828,8 +1828,8 @@
</menu-group>
<menu-group name="Documentation">
<menu-entry name="GLM Manual" href="./glm-0.9.2.pdf" />
<menu-entry name="GLM API" href="./api-0.9.2/index.html" />
<menu-entry name="GLM Manual" href="./glm.pdf" />
<menu-entry name="GLM API" href="./api/index.html" />
<menu-entry name="Code samples" href="./code.html" />
<menu-entry name="GLSL Specification" href="http://www.opengl.org/registry/doc/GLSLangSpec.4.10.6.clean.pdf" />
<menu-entry name="OpenGL.org Toolkits forum" href="http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=postlist&amp;Board=10&amp;page=1" />