Updated doxygen doc

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Christophe Riccio 2014-11-24 23:19:03 +01:00
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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.
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 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, noise, etc...
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.
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 development 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
- CUDA 3.0 and higher
- GCC 3.4 and higher
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:
- Apple Clang 4.0 and higher
- CUDA 4.0 and higher
- GCC 4.2 and higher
- LLVM 3.0 and higher
- Intel C++ Composer XE 2013 and higher
- LLVM 2.3 through GCC 4.2 front-end and higher
- Visual Studio 2005 and higher
- Any conform C++98 or C++11 compiler
- Visual Studio 2010 and higher
- Any conform C++98 compiler
@note The Doxygen-generated documentation will often state that a type or function
is defined in a namespace that is a child of the @link glm glm @endlink namespace.
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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>.
Thanks for contributing to the project by <a href="https://github.com/g-truc/glm/issues">submitting tickets for bug reports and feature requests</a>.
(SF.net account required). Any feedback is welcome at glm@g-truc.net.
**/
/*!
@page pg_differences Differences between GLSL and GLM core
GLM comes very close to replicating GLSL, but it is not exact. Here is a list of
differences between GLM and GLSL:
<ul>
<li>
Precision qualifiers. In GLSL numeric types can have qualifiers that define
the precision of that type. While OpenGL's GLSL ignores these qualifiers, OpenGL
ES's version of GLSL uses them.
C++ has no language equivalent to precision qualifiers. Instead, GLM provides
a set of typedefs for each kind of precision qualifier and type. These types can
be found in @ref core_precision "their own section".
Functions that take types tend to be templated on those types, so they can
take these qualified types just as well as the regular ones.
</li>
</ul>
Any feedback is welcome at glm@g-truc.net.
**/