Modules
Here is a list of all modules:
[detail level 12]
oGTC Extensions (Stable)Functions and types that the GLSL specification doesn't define, but useful to have for a C++ program
|oGLM_GTC_constantsAllow to perform bit operations on integer values
|oGLM_GTC_epsilonComparison functions for a user defined epsilon values
|oGLM_GTC_half_floatDefines the half-precision floating-point type, along with various typedefs for vectors and matrices
|oGLM_GTC_matrix_accessDefines functions to access rows or columns of a matrix easily
|oGLM_GTC_matrix_integerDefines a number of matrices with integer types
|oGLM_GTC_matrix_inverseDefines additional matrix inverting functions
|oGLM_GTC_matrix_transformDefines functions that generate common transformation matrices
|oGLM_GTC_noiseDefines 2D, 3D and 4D procedural noise functions Based on the work of Stefan Gustavson and Ashima Arts on "webgl-noise": https://github.com/ashima/webgl-noise Following Stefan Gustavson's paper "Simplex noise demystified": http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf <glm/gtc/noise.hpp> need to be included to use these functionalities
|oGLM_GTC_quaternionDefines a templated quaternion type and several quaternion operations
|oGLM_GTC_randomGenerate random number from various distribution methods
|oGLM_GTC_reciprocalDefine secant, cosecant and cotangent functions
|oGLM_GTC_swizzleProvide functions to emulate GLSL swizzle operator fonctionalities
|oGLM_GTC_type_precisionDefines specific C++-based precision types
|oGLM_GTC_type_ptrHandles the interaction between pointers and vector, matrix types
|\GLM_GTC_ulpAllow the measurement of the accuracy of a function against a reference implementation
oGTX Extensions (Experimental)Functions and types that the GLSL specification doesn't define, but useful to have for a C++ program
|oGLM_GTX_associated_min_maxMin and max functions that return associated values not the compared onces
|oGLM_GTX_bitAllow to perform bit operations on integer values
|oGLM_GTX_closest_pointFind the point on a straight line which is the closet of a point
|oGLM_GTX_color_castConversion between two color types
|oGLM_GTX_color_spaceRelated to RGB to HSV conversions and operations
|oGLM_GTX_color_space_YCoCgRGB to YCoCg conversions and operations
|oGLM_GTX_compatibilityProvide functions to increase the compatibility with Cg and HLSL languages
|oGLM_GTX_component_wiseOperations between components of a type
|oGLM_GTX_euler_anglesBuild matrices from Euler angles
|oGLM_GTX_extendExtend a position from a source to a position at a defined length
|oGLM_GTX_extented_min_maxMin and max functions for 3 to 4 parameters
|oGLM_GTX_fast_exponentialFast but less accurate implementations of exponential based functions
|oGLM_GTX_fast_square_rootFast but less accurate implementations of square root based functions
|oGLM_GTX_fast_trigonometryFast but less accurate implementations of trigonometric functions
|oGLM_GTX_gradient_paintFunctions that return the color of procedural gradient for specific coordinates
|oGLM_GTX_handed_coordinate_spaceTo know if a set of three basis vectors defines a right or left-handed coordinate system
|oGLM_GTX_inertiaCreate inertia matrices
|oGLM_GTX_int_10_10_10_2Pack vector to 1010102 integers
|oGLM_GTX_integerAdd support for integer for core functions
|oGLM_GTX_intersectAdd intersection functions
|oGLM_GTX_log_baseLogarithm for any base
|oGLM_GTX_matrix_cross_productBuild cross product matrices
|oGLM_GTX_matrix_interpolationAllows to directly interpolate two exiciting matrices
|oGLM_GTX_matrix_major_storageBuild matrices with specific matrix order, row or column
|oGLM_GTX_matrix_operationBuild diagonal matrices from vectors
|oGLM_GTX_matrix_queryQuery to evaluate matrix properties
|oGLM_GTX_mixed_producteMixed product of 3 vectors
|oGLM_GTX_multipleFind the closest number of a number multiple of other number
|oGLM_GTX_normVarious way to compute vector norms
|oGLM_GTX_normalCompute the normal of a triangle
|oGLM_GTX_normalize_dotDot product of vectors that need to be normalize with a single square root
|oGLM_GTX_number_precisionDefined size types
|oGLM_GTX_ocl_typeOpenCL types
|oGLM_GTX_optimum_powInteger exponentiation of power functions
|oGLM_GTX_orthonormalizeOrthonormalize matrices
|oGLM_GTX_perpendicularPerpendicular of a vector from other one
|oGLM_GTX_polar_coordinatesConversion from Euclidean space to polar space and revert
|oGLM_GTX_projectionProjection of a vector to other one
|oGLM_GTX_quaternionExtented quaternion types and functions
|oGLM_GTX_raw_dataProjection of a vector to other one
|oGLM_GTX_rotate_vectorFunction to directly rotate a vector
|oGLM_GTX_simd_mat4SIMD implementation of mat4 type
|oGLM_GTX_simd_vec4SIMD implementation of vec4 type
|oGLM_GTX_splineSpline functions
|oGLM_GTX_std_based_typeAdds vector types based on STL value types
|oGLM_GTX_string_castSetup strings for GLM type values
|oGLM_GTX_transformAdd transformation matrices
|oGLM_GTX_transform2Add extra transformation matrices
|oGLM_GTX_vec1Add vec1, ivec1, uvec1 and bvec1 types
|oGLM_GTX_vector_accessFunction to set values to vectors
|oGLM_GTX_vector_angleCompute angle between vectors
|oGLM_GTX_vector_queryQuery informations of vector types
|oGLM_GTX_verbose_operatorUse words to replace operators
|\GLM_GTX_wrapWrapping mode of texture coordinates
oVIRTREV ExtensionsExtensions develop and maintain by Mathieu [matrem] Roumillac (http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showprofile&User=22660)
|\GLM_VIRTREV_xstream: xml like outputStreaming vector and matrix in a xml way
\GLM CoreThe core of GLM, which implements exactly and only the GLSL specification to the degree possible
 oCommon functionsThese all operate component-wise
 oExponential functionsThese all operate component-wise
 oGeometric functionsThese operate on vectors as vectors, not component-wise
 oInteger functionsThese all operate component-wise
 oMatrix functionsFor each of the following built-in matrix functions, there is both a single-precision floating point version, where all arguments and return values are single precision, and a double-precision floating version, where all arguments and return values are double precision
 oNoise functionsNoise functions are stochastic functions that can be used to increase visual complexity
 oFloating-Point Pack and Unpack FunctionsThese functions do not operate component-wise, rather as described in each case
 oAngle and Trigonometry FunctionsFunction parameters specified as angle are assumed to be in units of radians
 oVector Relational FunctionsRelational and equality operators (<, <=, >, >=, ==, !=) are defined to operate on scalars and produce scalar Boolean results
 oTypesThe standard types defined by the specification
 oPrecision typesNon-GLSL types that are used to define precision-based types
 \Template typesThe generic template types used as the basis for the core types