/*! @mainpage OpenGL Mathematics 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 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 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 - CUDA 3.0 and higher - GCC 3.4 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 @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. Please ignore this; All publicly available types and functions can be accessed as a direct children of the glm namespace. The source code is licenced under the MIT licence. These pages are the API reference only. For more information about how to use GLM, please have a look at the manual. Thanks for contributing to the project by submitting tickets for bug reports and feature requests. (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: