Euler angles operation with specified rotation orderCast to other toolkit (D3D, some engines)ArraysSIMD optimisationsStandard output streamIn place operationsMore tests.Arrays.SIMD optimizations.In place operations.bit rotation.frexpRGBE.row matrices.Optimize *mat4 inverse.fixed numbersrow and column major matricesPromoted double typesRemoved global inclusion.Removed auto cast setup.Removed compatibility setup.Clean up and simplify setup.hppFixed website linksAdded missing inline.Added common vecType for vector based types.Updated copyright date.Refactoring of type precisionGLM types are now more genericExtract vec1 codeReduced namespaces countGLM 0.8.4.4 released.Fixed warnings.Added texcoord wrapping through GLM_IMG_wrap extension.Reorganized SVN directory.GLM 0.8.4.3 released.Fixed half arithmetic.Added scalars support for GLM_IMG_multiple.Fixed setup defines.Added GLM_IMG_multiple extensions and unit tests.GLM 0.8.4.2 released.Fixed half.GLM 0.8.4.1 released.Updated documentation.Updated manual.Added static assert implementation.Removed unuse GLM_SWIZZLE_FUNC.Some progress on fixing GLM for MacOSX comflics.Fixed GLM_GTX_quaternion extension: cross and intermediate.Fixed quaternion angle.Updated documentation.GLM 0.8.4.0 released.Added Visual Studio 2010 support.Fixed build on GCC.Added GCC 4.4 support.Added no initilization constructor to vec4.Added no initilization constructor to mat4.Updated GLM_GTC_matrix_transform: faster rotate.Added GLM_GTX_matrix_operation: build diagonal matrix.Updated GLM_GTC_matrix_transform: faster scaling.Fixed transpose function for mat4x3.Optimized translate function for mat4 matrix: ~184 cycles instead of ~592 cycles on Q6600.Fixed OpenGL dependence.Added OpenGL 3 dependence.Fixed parameter definition and definition mismatch.Fixed GLM_GTC_matrix_projection.Updated GLM_GTX_transform: Added missing entry points.GLM 0.8.3.5 released.Move inverse function to core following GLSL 1.4 specification.Move determinant function to core following GLSL 1.5 specification.GLM 0.8.3.4 released.Fixed GLM_GTX_matrix_query extension: Fixed row_size and col_size() calls.Fixed GLM_GTX_matrix_access extension: Fixed row_size calls.Fixed GLM_GTX_string_cast extension: Build on GCC 4.Fixed GLM_GTC_quaternion extension: rotate function build.Fixed GLM_GTC_matrix_transform extension: Fixed matrix operation order; like OpenGL instead of like Direct3D.GLM 0.8.3.3 released.Fixed GLM_GTX_rotate_vector extension: Fixed rotate function.Fixed matrix external operators.Added GLM_GTC_type_precision extension.GLM 0.8.3.2 released.Fixed GLM_GTC_matrix_transform: Fixed mat4 inverse function.Added GLM_GTC_quaternion extension.Updated GLM_GTC_quaternion extension.Fixed GLM_GTC_matrix_transform extension.GLM 0.8.3.1 released.Updated GLM_GTX_bit extension: Added lowestBit functions.Fixed old extention inclusion method.Updated sse mat4 implementation.Updated GLM_GTX_bit extension: Added bitRevert, bitRotateRight and bitRotateLeft functions.Added intrinsic like functions for mat4 product and inverse.Added intrinsic like functions for mat4 and vec4 products.Fixed GLM_GTX_type_ptr extension.GLM 0.8.3.0 released.Fixed GLM_GTC_matrix_projection: glm::project build.Added new extensions inclusion system.Fixed GLM_GTX_determinant extension.Reorganized extensions.Removed GLM_GTX_vector_comp_mult and GLM_GTX_mat4x3 extensions.Renamed .h files to .hpp.Added GLM_GTC_half_float.Fixed GLM_GTX_perpendicular extension.Fixed GLM_GTX_matrix_projection extension.Fixed GLM_GTX_transform2 extension.Added GLM_GTC_matrix_operation.Added GLM_GTC_matrix_transform.Added GLM_GTC_matrix_projection.Added GLM_GTC_double_float.Fixed bug 2774738.Fixed bug 2774015.GLM 0.8.2.3 released.Updaded mix function: Makes it more flexible, types wise.Fixed GLM_GTX_perpendicular and GLM_GTX_projection.Added GLM_GTX_radial_gradient extensions.Fixed GCC 4.3 pedantic build.GLM 0.8.2.2 released.Removed all deprecated ARB conventions.Fixed highp_int_t and highp_uint_t with Linux 64.Fixed GCC 4.3 'extra ;' with pedentic build.Fixed build.GLM 0.8.2.1 released.Fixed build.Added extensions build test.GLM 0.8.2 released.Fixed GLM_GTX_intersect: intersectRayTriangle.Fixed vectors access operators.Fixed unresolved with quaternions.Fixed GLM_GTX_norm: Include issue.Fixed left value swizzle operators.Fixed GLM_GTX intersect extension: intersectRayTriangleGTX with GCC.Typo.Fixed GLM_GTX inverse_transpose extension.Updated quaternion implementation.Added GLM_GTX_raw_data extension.Updated GLM_GTX_bit extension: Added mask function.Updated GLM_GTX_bit extension: Added extractField function.Fixed STATIC_ASSERT with 64bits integers.GLM 0.8.1 released.Fixed mix function with boolean parameter.Fixed value_size issue.Fixed GLM_GTX_component_wise extension.Added GLM_GTX_color_space_YCoCg extension.Added GLM_GTX_comparison extension: Defined comparison operators for vectors.Added GLM_GTX_log_base extension.Fixed 64 bits integers with GCC.Deleted deprecated half number setup options.Updated GLM_GTX_number_precision: Clean up and added missing type definitions.Updated GLM_GTX_color_cast: Clean up and fixes.Updated manuel and documentation.GLM 0.8.0 final released.Fixed glm::size_t possible collisions with std::size_t. glm::size_t is now named glm::sizeType.Updated GLM_VIRTREV_address extension: Added none const fonctions.Updated GLM_GTX_double_float extension: Typo.Added new API to use extension.Added logos in varius resolutions.Updated website.Added website builder.Updated GLM_GTX_number_precision: No more warning with type size tests.Fixed none consistent size_t.Updated website.Fixed build.Updated manual.GLM 0.8.0 beta3 released.Added GLM_GTX_reciprocal extension: Define sec, csc, cot, asec, acsc, acot, sech, csch, coth, asech, acsch and acoth functions.Updated GLM_GTX_euler_angles extension: Added functions to build rotation matrices.Fixed GLM_GTX_color_space: Fixed conflits with swizzle operators.Fixed virtrev.h, didn't build.Fixed genType build.Fixed GLM_GTX_compatibility build.Added GLM_VIRTREV_address: Get the address of internal vector or matrix contents.Fixed code typo and clean up.Added genType class. For long term base class for all types though template specialization.Updated project directory.Added CMakeFile in test directory.Fixed code typo and clean up.Fixed GLM_GTX_string_cast: Missing some matrix definitions, some wrong behaviours with matrices.Added glm::sizeType type which is used to defined size of all vectors and matrices. Defined as std::size_t.row_size, col_size and is_matrix are now functions.Fixed use inline on *mat4 function declaration.Deleted auto cast from *mat4x3.Fixed missing ++ -- and - operators to some matrix types.Fixed typo.GLM 0.8.0 beta2 released.value_size and is_vector are now functions.Added GLM_USE_ANONYMOUS_UNION: To use anonymous union to provide multiple component names access for class valType. Visual C++ only.Removed noise function from documentation.Fixed build with GCC.Updated manual.Updated GLM_GTX_bit implementation.Added GLM_USE_ONLY_XYZW to disable multiple component names.Updated GLM_GTX_euler_angles extension: added yawPitchRoll function.Fixed half vector build.Updated GLM_GTX_vector_angle: Added orientedAngleFromRef function.Deprecated GLM_GTX_mul extension. Features moved in GLM_GTX_verbose_operator.Updated GLM_GTX_verbose_operator: Added mad function.Fixed missing inline in tvec3 and tvec4 definisions.New implementation of hvec3 thought specialisation of tvec3 template.New implementation of hvec4 thought specialisation of tvec4 template.Fixed tvec4 operators than where applied just on 3 components.Added build option for build that support anonymous structure.Fixed missing inline in tvec2 definision.New implementation of hvec2 thought specialisation of tvec2 template.Updated documentation.GLM 0.8.0 beta1 released.Fixed static asserts within vector and matrix types.Updated mix function implementation, support for boolean vectors.Fixed static asserts.Added some asserts.Updated matrices operator[].Added GLM_VIRTREV_equal_operator: Operators that compare vectors.Fixed build errors from static asserts.Fixed build errors with GCC.Fixed func_trigonometric.h encoding.Deleted GLM_GTX_INCLUDED.Fixed build errors.Fixed GLM_GTX_random: Bad assert definition.Updated manual.Updated swizzle operators with swizzle function.Added modf definition.Added namespaces to sort type and function in the API documentation.Deleted some documentations from {__}*GTX types and functions from extensions.Updated vectors and matrices documentation.Updated scalars and precisions documentation.Fixed some vectors and matrices declaration missing in some cases.Updated overall documentation.Included all types in type namespace.Added type namespace in glm namespace for documentation purpose.Added modf definition for vec2, vec3 and vec4.Updated static assert to exponential, geometric, matrix, noise, trigonometric and vector relational functions.Added GLM_GTC_matrix_transformation extensions: API and translate, rotate and scale definisions.Deprecated GLM_GTX_gpu_shader4, GLM_GTX_hyperbolic, GLM_GTX_flexible_mix, GLM_GTX_round.Added definition of mix with last parameter being booleans.Added hint classes.Updated GLM_GTX_integer, GLM_GTX_unsigned_int, GLM_GTX_half and GLM_GTX_double_float extensions.Added trait code (class type) to detect bool, float, int and uint numbers.Updated static assert to common functions.Updated noise function definitions... Still unsure for staying in GLM 0.8.0.Updated overall documentation, doxygen documentation.Updated documentation and implementation of all matrix functions.Added declaration of main functions for each function group namespace.Updated documentation and API of all noise functions... Should be deleted becose of bad implementation?Updated documentation and implementation of all vector relational functions.Added transpose_type typedef to all matrix types.Added is_matrix static constantes to all matrix types for static assert usage.Added is_vector static constantes to all vector types for static assert usage.Updated documentation and implementation of all geometric functions.Updated documentation and implementation of all exponential functions.Added isinf and isnan GLSL 1.3 functions.Updated common functions code, mostly syntax.Added trunc, round and roundEven GLSL 1.3 functions.Added sinh, cosh, tanh, asinh, acosh and atanh GLSL 1.3 functions.Updated documentation and implementation of all trigonometric functions.Added bool_type implementation detail to vector types.Added API and documentation of all common functions.Updated GLM_GTX_extensions: Define operator* as a cross product. Still in WIP...Updated *vec2 and *vec3 with precision types missed and documentation.Fixed 2085925 bug: rotateGTX didn't use it quaternion parameter.Added test files.Updated *vec4 with precision types missed and documentation.Renamed implementation files.Updated type pre-declarations.Fixed GLM_GTX_matrix_projection extension: frustum function gave a wrong result.Updated matrix types functions and extensions according new vectors types.Added new vector types implementation.Added support for new GLSL 1.30 precision model.Added GLSL 1.30.08 unsigned int types supportAdded detail::vec1 type.Added detail::desc for types description and higher templatisation.Started work on GLM 0.8.x based on GLSL 1.3 specification.Visual Studio .NET 2003 (7.1) is now deprecated.GLM_FORCE_HALF_COMPATIBILITY is now deprecated.GLM_AUTO_CAST is now deprecated.Updated GLM_GTX_fast_square_root implementation: Updated fastInverseSqrtUpdated documentation.GLM 0.7.6 released.gl_svec* (for GLshort) added in GLM_virtrev_gl extension.Updated detail implementation of vector types.Make Visual C++ build with Visual C++ extensions disabled.Rename "not" to "not_" for compatibility.Fixed GLM_GTX_fast_square_root build.Fixed GLM_GTX_component_wise extension.Updated mix functions for optimization purpose.Fixed mix functions static assert.Updated test files.Updated GLM_GTX_statistics_operation.Fixed GLM_GTX_bit extension: isPowerOfTwoGTX works for signed int too.Updated GLM_GTX_norm extension: Added distance2, l2norm and lxNorm functions.Added some boost static assert.Added GLM_GTX_std_based_type: Types based on C++ conventions.Added files for extension tests.Fixed GLM_GTX_fast_square_root: Updated fastDistance.Fixed GLM_GTX_fast_square_root: Wrong const and updated fastLenght.Optimized mix core functionFixed GLM_GTX_epsilon: Wrong function definitions for y, z and w components.Fixed GLM_GTX_flexible: Flexible with scalar only failed.Fixed GLM_GTX_quaternion: One rotate overloaded function undefined.Some fixes on GLM_GTX_intersect extension.GLM 0.7.5 released.Updated documentation.Updated message system.Added new message system.Fixed GLM_GTX_normal extension.Updated GLM_GTX_unsigned_int extension. (New typedef extensions)Added new precompiler system.Increase C++ conformance.Fixed build errors.GLM 0.7.4 released.Updated external dependencies system.Updated manual.Fixed GLM_GTX_random extension: Fixed build with GCC.Fixed GLM_GTX_string_cast extension: Fixed build with GCC 3.4 due to GCC anonymuous namespace bug.Fixed GLM_GTX_transform2 extension: scaleBias didn't built.Added GLM_VIRTREV_xstream extension: XML output for GLM types.Added external library systemUpdated GLM_GTX_string_cast extension: Support of non-square matrices.GLM 0.7.3 released.Fixed mat2 product.Fixed GLM_GTX_transform2 dependencies.Added GLM_VIRTREV_gl extension: Vector and matrix integration with OpenGL.Updated GLM_GTX_number_precision extension: Added uint type.Added GLM_GTX_string_cast extension: Create formated string from GLM type instances.Updated GLM_GTX_transform2: added scaleBias matrix buildGLM 0.7.2 released.Added GLM_AUTO_CAST setup option.Updated documentationUpdated GLM_GTX_inverse, added affine inverse functions for fast matrix inverts.Updated overall documentationAdded trait typedef to all GLM data typesUpdated GLM_GTX_compatibility documentation.Fixed GLM_GTX_random, gauss functions didn't build.Added few SSE code.Fixed matrix projections.Added GLM_SWIZZLE_FUNC swizzle option.Updated GLM_GTX_euler_angles documentation.Updated documentation.Fixed GLM_GTX_associated_min_max build on GCC.Updated GLM_GTX_matrix_projection.GLM 0.7.1 released.GLM 0.7.0 released.Updated manual.Updated documentation.Added GLM_GTX_associated_min_max extension.Fixed not function with GCC.Fixed interger pow function for the case of a null power.Fixed mat4x2 and mat4x3 GCC build.Updated documentation.Reseted glmsetup.h to default values.Fixed missing xvec4 constructor with bool argument definition.Fixed namespace collision in quaternion inverse function.Fixed swizzle operators involved in operations.Change license from GNU LGPL to MIT.Fixed missing xvec4 ++ and -- operator definition.Move some implementation details into detail namespace.Fixed cast between matrices of different sizes.Fixed matNxM type cast to other matNxM type.Fixed GLM_GTX_matrix_projection extension.GLM 0.6.4 released.Fixed swizzle operators.Fixed GLM_GTX_matrix_selection extension.Updated GLM_GTX_color_space extension. Added luminosity function.GLM 0.6.3 released.Fixed 3DSMax SDK conflict with GLM.Updated GLM_GTX_quaternion. Added sqrt function.Updated GLM_GTX_random extension.Updated GLM_GTX_half extension.Fixed matrices operator const T*() const.Fixed GLM_GTX_normalize_dot extension.GLM 0.6.2 released.GLM 0.6.1 released.Added GLM_GTX_normalize_dot extension: Faster way to normalize parameters before a dot productFixed namespace error on GLM_GTX_matx extensionAdded GLM_GTX_flexible_mix extension: mix function can take different types parametersUpdated documentation.GLM 0.6.0 released.Added GLM_SINGLE_COMP_NAME to fixed multiple component names on half types with GCC.Added #define GLM_GTX_INCLUDED to automatically include all GTX extensions in the language.Updated extensions documentation.Updated GLM_GTX_quaternion extension: squad, euler angles conversionsUpdated GLM_GTX_compatibility extension: Added isfinite isinf, and isnan.Updated GLM_GTX_random extension: Gauss distribution, spherical distribution, linear distribution.Fixed namespace issues with Visual Studio 8.0 SP1.Updated GLM_GTX_gpu_shader4 extension: Add bit operators.Updated GLM_GTX_integer extension: Delete some code duplications.Added GLM_GTX_unsigned_int extension.Fixed namespace issues with Visual Studio 8.0 SP1.Added new namespace management for extensions.Added automatic compiler ditection, no more compiler setup.Updated GLM_GTX_number_precision extension.Updated usertype.dat for Visual Studio.Updated GLM_GTX_random extension.Added GLM_GTX_color_cast extension.Updated GLM_GTX_quaternion extension.Added GLM_GTX_verbose_operator extension.Added GLM_GTX_component_wise extension.Added GLM_GTX_number_precision extension.Updated GLM_GTX_bit extension.Updated GLM_GTX_bit extension.Updated GLM_GTX_fast_square_root extension.Updated GLM_GTX_fast_trigonometry extension.Updated GLM_GTX_fast_exponential extension.Added GLM_GTX_mul extension.Fixed GLM_GTX_epsilon extension.Added GLM_GTX_mixed_product extension.Added GLM_GTX_intersect extension.Updated GLM_GTX_matrix_access extension.Added bits operators in comment for vec2, vec3 and vec4.Fixed friendly conformance to GLM_GTX_double.Fixed size_type errors.Updated GLM_GTX_quaternion extension.Added GLM_GTX_bit extension.Added value_type, size_type and value_size typedefs and value to all types.Updated GLM_GTX_compatibility extension.Fixed GLM_GTX_color_space extension.Added GLM_GTX_polar_coordinates extension.Added GLM_GTX_vector_query extension.Added GLM_GTX_matrix_query extension.Fixed square matrices division operators.Added GLM_GTX_mat_mn extension.Updated GLM_GTX_color_space extension.Added GLM_GTX_vecx extension.Added GLM_GTX_matx extension.GLM 0.5.1 released.Updated Visual Studio projects.Updated GLM_GTX_compatibility extension.Added GLM_GTX_hyperbolic extension.Added GLM_GTX_spline extension.Fixed unProject and project functions from GLM_GTX_matrix_projection extension.Added GLM_GTX_compatibility extension.Add some undefined write swizzle operators from bvec*Fixed vectors component access operators[] from bvec*Fixed bvec* equal operators with write swizzle operatorsFixed various vector constructorsUpdated swizzle operators, _xvec* and _bvec* share the same codeAdd some undefined write swizzle operators from xvec*Fixed some write operator considered as read operator from xvec*Fixed vectors component access operators[] from xvec*Fixed not function setup according compilersAdded user manual.GLM 0.5.0 released.Updated overloaded functions of matrixCompMult.Added transpose and outerProduct functions in the GLM core.Fixed GLM_GTX_rotate_vector extension.Fixed GLM_GTX_interger extension conformance.Improved "friendly conformance" support.Improved quaternion implementation.Updated setup options.Added new setup options for swizzle operators.Updated GLM_GTX_integer extension.Added GLM_GTX_gpu_shader4 extension.Added extension errors management.Added compilers management.Added conformance management.Added GLM_GTX_rotate_vector extension.Updated product operators to non-squared matricesUpdated tmat4x3 and tmat3x4 typesAdded tmat2x3, tmat3x2, tmat2x4 and tmat4x2Clarified ToDo comments for missing operators with non-squared matrices typesAdded GLSL 1.2 mat4x3 and mat3x4Added missing declaration of mat* operatorsAdded _xmat* with _xvec* division operatorsAdded GLSL 1.2 non-squared matrices filesfastCos and fastSin are defined between -2 pi and 2 piAdded swizzle operators for xvec4Added swizzle operators for bvec4Added swizzle operators for bvec2>Implicit conversion from *ref* to *vec*Added swizzles operators for xvec3Added swizzles operators for bvec3Separated _*ref* types in different filesAdded _bref* typesUpdated _xref* typesAdded operators for tvec2 swizzles operators managementGLM 0.4.1 released.Add 4 examples of use with OpenGL under Windows and LinuxGLM 0.4.0 released.It's not anymore required to include windows.h before glm.h whether windows.h is requiredImproved tvec3 conversionsImproved tvec2 conversionsAdded left hand side vec2 swizzle operatorsImproved bvec4 conversionsImproved bvec3 conversionsImproved bvec2 conversionsAdded _xref* structures for swizzle operators implementationSeperated bvec* and xvec* types in different filesUpdated core functions codeFixed texture coordinate components accessAdded GLM_GTX_mul extension.Added GLM_GTX_inertia extension.GLM 0.3.2 released.Added right hand side vec2 swizzle operatorsImproved tvec4 conversionsUpdated GLM_GTX_quaterion, added log and exp functionsAdded GLM_GTX_matrix_major_storage extension.Reorganize types codeComplete addition and subtraction vertrices operatorsComplete addition and subtraction matrices operatorsOptimize increment and decrement operatorsFixed tmat4x4 divisionAdded GLM_GTX_outer_product extension.GLM 0.3.1 released.Added Linux support under GCC 4.0 and 4.1.Optimisation of increment and decrement operators.Added MacOS X support under GCC 4.0.Added GLM_GTX_extend extension to wishlist in position 27.Added GLM_GTX_euler_angles extension to wishlist in position 28.Added Doxygen documentation.GLM 0.3.0 released.Optimized GLM_GTX_integer implementation.Deleted explicit conversions from array to type to prevent unespected conversions.Fixed bugsImproved types conversions.Added GLM_GTX_vector_access extension to wishlist in position 25.Added GLM_GTX_random extension to wishlist in position 26.Fixed bugsUpdated GLM_GTX_integer extension.Added GLM_GTX_fast_exponential extension to wishlist in position 24.Optimized _xvec* copy.Added GLM_GTX_fast_trigonometry extension to wishlist in position 23.Added factorial function to GLM_GTX_integer extension.Added GLM_GTX_half extension to wishlist in position 21.Optimized normalize function.Global optimisation for debugging timeAdded GLM_GTX_integer extension to wishlist in position 18.Optimized clamp function.Added GLM_GTX_fast_square_root extension to wishlist in position 19.Added GLM_GTX_inverse_transpose extension to wishlist in position 20.Fixed missing of vec4 * mat4 operator.Reorganization of extensions.Fixed vec2 constructeur bug.Updated GLM_GTX_length2 extension.Renamed GLM_GTX_length2 extension to GLM_GTX_norm.Fixed GLM_GTX_quaterion implémentation bugs.Updated GLM_GTX_projection extension.Added GLM_GTX_transform2 extension to wishlist in position 18.Updated for GCC 4.0.Fixed normalization bug with LookAtGTX.Add array conversion to GLM types.Added GL_GTX_euler_angles extension to wishlist in position 17.Added GLM_GTX_matrix_selection extension to wishlist in position 16.Added GLM_GTX_matrix_selection extension support.Updated GLM_GTX_projection extension to wishlist in position 15.Added GLM_GTX_projection extension to wishlist in position 15.Fixed bug from rotateGTX with quaternion.Fixed matrix vector product.Add vector usage to describe transformations axis.Added GLM_GTX_quaternion extension supportGLM 0.2 released.Add GLM_GTX_transform 2D transform supportAdd GLM_GTX_transform 3D transform supportUpdated GLM_GTX_transform extension to wishlist in position 2Added GLM_GTX_vector_comp_mult extension to whislist in position 14Added GLM_GTX_vector_comp_mult extension supportAdded GLM_GTX_color_space extension to whislist in position 13Added GLM_GTX_color_space extension supportAdded GLM_GTX_double extension supportOverload of GLSL functions used by extentions instead of create new functionsAdded GLM_GTX_optimum_pow extension to whislist in position 11Added GLM_GTX_double extension to wishlist in position 12Updated GLM_GTX_matrix_cross_product extension to wishlist in position 8Added GLM_GTX_matrix_cross_product extension supportAdded GLM_GTX_projection extension to whislist in position 9Added GLM_GTX_perpendicular extension to wishlist in position 10Added GLM_GTX_projection extension supportAdded GLM_GTX_perpendicular extension supportChanged extensions organisationAdded *vec* by *mat* productUpdated GLM_GTX_determinant extension to wishlist in position 4Updated GLM_GTX_inverse extension to wishlist in position 5Updated GLM_GTX_length2 extension to wishlist in position 6Updated GLM_GTX_orthonormalize extension to wishlist in position 7Added GLM_GTX_determinant extension supportAdded GLM_GTX_inverse extension supportAdded GLM_GTX_length2 extension supportAdded GLM_GTX_orthonormalize extension supportAdded bug #7 : Vector constructor non conformUpdated issue #13 : Only ARB can allow extensions adding new operatorsAdded GLM_GTX_orthonormalize extension to wishlist in position 7Added GLM_GTX_matrix_cross_product extension to wishlist in position 8Updated issue #10 : Using template functions membersUpdated *vec* types following issue #10 guidanceFixed bug #2 with '#error'Updated issue #4Updated issue #13Updated issue #8Updated issue #6Updated issue #4Bugs #2 and #5 are now oneUpdated / operator for vec* types with support of the divisibility of two vectors, and the divisibility term to termUpdated GLM_GTX_transpose extension to wishlist in position 8Added GLM_GTX_transpose extension supportFixed mat* types constructor scalar-parametedFixed mat* types product by a scalarUpdated function 'not'Defined identificators following compilersAdded GLM_GTX_length2 extension to wishlist in position 6Optimized mat3 type divide operatorGLM 0.1 releasedUpdated issue #4Updated issue #6Updated issue #9Updated issue #12Updated issue #13Updated issues orderingUpdated vec* types + operator. Can now add a vector and a scalar, term by termUpdated vec* types - operator. Can now minus a vector and a scalar, term by termUpdated vec* types * operator. Can now multiply a vector and a scalar, term by termDeleted issue #11, which was erroneousDeleted from wishlist extension #6 : refract function is defined by version 1.10.59 from GLSL specsUpdated reflect function testsAdded fucntion reflect with its testsUsing typename 'genType' for functions templatesAdded bug #5Updated function sqrtAdded function log with its testsAdded function exp with its testsAdded function log2 with its testsUpdated cross functionUpdated bvec* types data implementationAdded bug #6Updated issue #13Converted text files into XMLModified files hierarchyUpdated clamp functionAdded function noise1 with its testsAdded function noise2 with its testsAdded function noise3 with its testsAdded function noise4 with its testsEnhanced mat4 type division operatorAdded function sqrt with its testsAdded function inversesqrt with its testsAdded function exp2 with its testsAdded function log2 with its testsModified *vec* types constructors implementation, chooses initialisation instead of affectationAdded function reflect with its testsUpdated tan functionFixed mat4 type * operatorAdded GLM_GTX_refract extension to wishlist in position 5.Added default constructor for mat* typesAdded mat2 and vec2 type * operatorAdded mat3 and vec3 type * operatorAdded mat4 and vec4 type * operatorAdded GLM_GTX_transpose extension to wishlist in position 3Added GLM_GTX_determinant extension to wishlist in position 4Added GLM_GTX_inverse extension to wishlist in position 5Added / operator for two mat3 typesEnhanced *vec* types conceptionEnhanced *mat* types conceptionUpdated bug #3Updated issue #10Added function matrixCompMult with its testsUpdated mat* type constant access operatorsAdded bug #4 : Conversion problem between two different *vec* typesAdded bug #1 : Inability to select multiple componentsAdded bug #2 : Some *vec* types conversions are not availableAdded bug #3 : 'not' is a C++ ISO keywordAdded * operator for two mat3 typesAdded * operator for two mat4 typesUpdated mat* typesUpdated GLM_GTX_quaternion extension to wishlist in position 1Updated GLM_GTX_transform extension to wishlist in position 2Added mat2 typeAdded * operator for two mat2 typesAdded issue #14Added issue #15Added mat3 typeAdded mat4 typeAdded function mix with its testsAdded function step with its testsAdded function smoothstep with its testsUpdated issue #10Updated issue #12Updated issue #8Added type bvec4 forgotten declarationAdded function lessThan with its testsAdded function lessThanEqual with its testsAdded function greaterThan with its testsAdded function greaterThanEqual with its testsAdded function equal with its testsAdded function notEqual with its testsAdded function any with its testsAdded function all with its testsAdded function not with its testsAdded function fract with its testsAdded function mod with its testsAdded function clamp with its testsAdded function mod with its testsAdded function abs with its testsAdded function sign with its testsAdded function floor with its testsAdded function ceil with its testsAdded function min with its testsAdded function max with its testsUpdated issue #13Added temporary namespace called 'glm'Added function pow with its testsUpdated sin function testsEnhanced trigonometrics functionsEnhanced geometric functionsAdded xvec* type constructor taking a single scalar as parameter.Added xvec* into xvec3 type conversionAdded xvec* into xvec4 type conversionAdded xvec* into bvec2 type conversionAdded xvec* into bvec3 type conversionAdded xvec* into bvec4 type conversionAdded function sin with its testsAdded function cos with its testsAdded function tan with its testsAdded function asin with its testsAdded function acos with its testsAdded function atan with its testsAdded issue #13Added function radians with its testsAdded function degrees with its testsAdded issue #9Separated *vec* types definition from declarationAdded xvec* into xvec2 type conversionUpdated issue #11Added issue #12Using 'union' for multiple access to *vec* types componentsAdded issue #11Deleted __*vec1GT following issue #11 guidanceClosed issue #2Added function normalize with its testsAdded function faceforward with its testsAdded function cross with its testsAdded a function that can determine *vec* types size, and write beyond GLSL 1.051 specsAdded function lenght with its testsAdded function distance with its testsAdded function dot with its testsClosed issue #1Renamed intern types _vec* into _xvec*Separated _xvec* types data, operators and accessesAdded bvec2 typeAdded __bvec1GT type beyond GLSL 1.051 specsAdded types vec2 and ivec2Added types vec3 and ivec3Added types vec4 and ivec4Added types __vec1GT and __ivec1GT, write beyond GLSL 1.051 specs
GLM 0.9.0.0 brings various API changes from GLM 0.8.4.X branch which makes it not backward compatible.
Since Beta 2, GLM is now compatible with Objective C++ to be used for MacOS X and iPhone projects.
To continue making GLM a better library, 2 mailing lists have been created for users and developers.
GLM 0.9 Beta 2 is available and should be the last development release of GLM 0.9.
The code has been moved from a SVN to Git repository which branching efficiency allowed to remove all the experimental code from this release.
Various bug fixes and manual updates have been done too.
A new development version of GLM 0.9 is available.
This version is based on GLSL 4.0 and supports the new common and integer functions.
Also a long and frequently asked feature has been implemented: inplicit conversions.
However, the rules defining implicit conversions by GLSL 4.0 are quite weaked and can't really be apply in C++.
Reaching the beta status, this new features close the feature list of GLM 0.9.
Further development releases may happen before the final release.
Groove
This update fixes some problem of Alpha 1 but also brings some improvements in case of errors when using GLM to provide more relevant messages.
Groove
First step until a major release for GLM with this first alpha of GLM 0.9.
This version brings a large internal redesign to improve the library reliability and optimized some parts.
It removed the deprecated features and API which implies that GLM 0.9 isn't backward compatible.
For most users the build issues when upgrading to GLM 0.9 should be reduced especially if they follow the deprecation policy.
This release is still UNSTABLE and not recommanded for commertial products.
Groove
This update just removes some warnings
By the way, if you have questions about GLM, a good place for those is the OpenGL.org Toolkits forum.
Groove
This version fixed half scalars and half vectors arithmetics.
This is a really slow practice that should be avoid.
Half floating point value should be use only to store GPU data.
GPUs have native support for half values, not x86 CPUs.
Groove
This version is a really minor updates, fixing single issue with half float types.
Groove
This version fixes few bugs and provides an major update of the manual thanks to Damian Trebilco.
Groove
This new version mainly adds support for Visual Studio 2010 and GCC 4.4. It also provides various code optimization, bug fixes and an extension.
Groove
Fixed extension bugs introduced by core update.
Groove
Fixed varius bugs. Move determinant fonction to core following GLSL 1.5 specification.
Groove
Fixed varius bugs.
Groove
Add GLM_GTC_quaternion and GLM_GTC_type_precision extensions both subset of GLM_GTX_quaternion and GLM_GTX_number_precision
Groove
The old way to use extensions have been fixed and GLM_GTX_bit extension gets updated with more functions to manipulate bit fields.
Groove
This version brings to main changed: Stable extensions and a new extension system.
The first stable GLM extensions are: GLM_GTC_double_float and GLM_GTC_half_float for higher and lower vectors and matrices floating point precision. GLM_GTC_matrix_operation provides determinant and inverse matrix calculation. GLM_GTC_matrix_transform allows to build scale, rotate and translate matrices and GLM_GTC_matrix_projection provides varius functions to build projection matrices. Few stable extensions yet but the number is going to grow with the next release!
Both GLM 0.8.2.x extensions use method are deprecated (but still working) and replace by a new one. If you wnat to use GLM_GTC_half_float just include "glm/gtc/half_float.hpp" and it is going to be included in GLM namespace.
Finally, quite some file have been renamed, using "hpp" instead of ".h". Old file have been deprecated but are still available so that GLM 0.8.3.0 is fully compatible with GLM 0.8.2.x.
GrooveGroove
A new release is available and inogurate a patch number. The goal of this patch number is to release faster fixes from bug reports.
Groove
This release only fixes bugs. Left sided swizzle operators, quaternion operators, vectors access operators for the main onces.
Groove
Some artifacts have been added to the tracker to give a picture of what you could expect for the next releases.
If you need something else you can add some artifacts to the tracker. Any comment on added entries is welcome.
Furthermore, no more release of GLM 0.7.x will be done. Please upgrade to GLM 0.8.1.
Finally, a pack of programmable oriented OpenGL samples using GLM is under development and planed to be release in December.
Groove
GLM 0.8.1 is released. This new version mainly fixes 64 bit integers with GCC and various bugs.
Groove
GLM 0.8.0 is released. This new version is now based on GLSL 1.30 specification which provided new functions and precision qualifiers.
Beyond this, lot of changes have been done to make GLM easier to use, easier to develop, more reliable, more conform to C++ ISO98 standard and GLSL specifications.
It involves that GLM 0.8.x is not backward compatible with GLM 0.7.x... However, an application port from GLM 0.7.x to GLM 0.8.x isn't a huge work and actually for some, it won’t be work at all.
On GLM core side, based on GLSL features, vector types can't be automatically cast to pointer anymore for code safety purposes. Vector constructors require a single scalar parameter of the exact number of components.
On GLM extension side, the mechanism to use them has changed. The old [__]***GTX way doesn't exist anymore. Have a look on the manual for more information.
Have a look on the manual and the changelog for more information. Don't forget to send your feedback and enjoy!
Groove
Ambient aperture lighting Humus demo have been updated to use GLM as math library.
Groove
As you can see the website get a little update to prepare GLM 0.8.0 final release.
GLM 0.8.0 final should be release during the week.
Groove
This release fixes some bugs and add few features though extensions. The development is now based on CMake to make easier cross platform tests and project management.
Groove
This release mainly improves half float vectors support. By default the low precission vectors are based on float numbers not on half numbers
It also provides new setup options. GLM_USE_ONLY_XYZW to disable multiple names to access to a single vector component. GLM_USE_ANONYMOUS_UNION to allow multiple component names on half vectors with Visual C++.
Various bugs and updates of extensions have been done too. Final release is coming...
Groove
GLM have been updated to support GLSL 1.30. API documentation had significant improvements to make easier finding of GLSL functions and types.
GLM 0.8.x is NOT backward compatible with GLM 0.7.x. Upgrade to GLM 0.8.x could involve build errors for the following cases: A lot of improvements have been made to increase the conformance with GLSL specification. Lot of GLSL 1.30 features were already exposed in extensions that have been deleted. The extension syntaxe based on ARB convension is no long used.
Due to the number of changes GLM 0.8.0 is release as beta first. The final release is schedule for october.
Groove
GLM 0.7.6 provides a better C++ conformance so that you can build GLM with –pedantic G++ parameter or without Visual Studio extensions. To make GLM more reliable, BOOST_STATIC_ASSERT are used according developer wishes.
Groove
GLM 0.7.5 is available and introduces a new build messsage system to get information of GLM build configuration with Visual Studio. This mechanism is documented in section 6 of GLM manual. Also, GLM can be built with GCC pedantic options.
Groove
GLM 0.7.4 introduces a new system to manage external dependencies.
It allows developing extension using external dependencies like GLEW, Boost, etc. without making required those dependencies for GLM programmer that doesn't need those external dependent extensions.
The mechanism is described into the updated manual.
Groove
GLM 0.7.3 is released. This version fixes few bugs and add few extensions
Groove
GLM 0.7.2 is released. The documentation have been completed again and several issues handle with precompiler options.
#define GLM_SWIZZLE GLM_SWIZZLE_FUNC allows to use swizzle operators with internal functions. For example, glm::vec3(1, 2, 3).zyx is replaced by glm::vec3(1, 2, 3)._zyx() with this option.
#define GLM_FORCE_NO_HALF allows to include all extensions (#include "glm/glmext.h") without any support of half-precision floating-point numbers.
#define GLM_AUTO_CAST GLM_DISABLE allows to disable automatic cast (eg: glLoadMatrixf(glm::mat4(1.0))) which could involve unfortunate issues in some cases.
More information on these topic are available in GLM manual section 5 "Known issues".
Groove
GLM 0.7.1 is available under MIT license. It fixes bugs with GCC.
Groove
GLM 0.7.0 is available under MIT license. LGPL lisence have been discard due to an issue of use for console development. This release contains a lot better documentation based on Doxygen. Lot of bugs have been fixed and the documentation completed. Thanks to all people that has contributed thought bug reports and ideas to make this version a lot better!
Groove
GLM 0.6.4 is available and fixes some swizzle operator issues.
Groove
GLM 0.6.3 fixes accesses of matrices and a 3DSMax SDK conflict.
Groove
GLM 0.6.2 fixes an error on an extension.
Groove
GLM 0.6.1 is a minor update that fix an issue on extension namespace and add two more extensions.
Groove
GLM 0.6.0 is available. For this release, work focus on extensions. A new mecanisum allows to integrate GLM extensions as it is actually done for GLSL extension by vendors. Lot of new extensions have been added.
Groove
This release fixes some issues with swizzle operators.
Groove
A new sample is available. It's an update of Philip Rideout's Catmull Clark subdivision program that uses GLM. Released with pleasant permission of Philip Rideout.
Groove
This release include GLSL 1.2 new feature in the core implementation. Also, it includes swizzle read and write operators and a custom options system to setup GLM.
It includes some new extensions to extend GLSL features but they remain experimental. The next release should provide the first stable extensions.
The GLM 0.5.0 packages contain some basic samples and some documentation. The ray tracer sample has been updated to GLM 0.5.0. Except for specific cases, especially with extensions, GLM 0.5 is backward compatible.
Now, GLM development is taking advantages of SourceForge.net services: a bug tracker system and the development source code is publicly available on SF.net SVN server.
Groove
A GLM update is available. It simply includes some examples for a sweet start with GLM.
The examples show how to use GLM with OpenGL intermediate mode and OpenGL vertex arrays. Also, they show how to use GLM extensions to replace GLU and OpenGL function witch could slightly increase performances by decreasing the number of OpenGL states changes.
Groove
This release introduces first GLSL 1.2 features as planed. Also, various new extensions have been added and updated. Finally, it's not anymore required to include windows.h before glm.h when windows.h is required.
The number of features of GLM, including extensions, start to really increase the compilation time. That's why it's recommended to use precompiled headers.
Groove
Version 0.4 will complete matrices and vectors operators and will add GLSL 1.2 features. First, conversions simplifications will be integrated. Then, 4 per 3 matrices and outer product will be available from extensions. The transpose function is already available from extension.
Version 0.5 will integrate GLSL 1.2 features to GLM core.
Version 0.6 will add swizzle operators in reading and writing. (eg: vec3 v1(1.0, 2.0, 3.0); vec3 v2 = v1.xxx; v1.zyx = v;).
Groove
This release corrects two main bugs. First, a bug of the imat4 and mat4 division operators and other correct the vectors components access from texture coordinate way.
Groove
This update adds GCC 4.0 support for MacOS X and Linux and GCC 4.1 under Linux. Also, its provides some optimisations.
Further release will prodive GLSL 1.2 compliances.
Groove
A new release of GLM is now available. It improves GLSL data type conversion and construction compliance. Also, It's adds extensions like some to manage double-precision and half-precision float numbers. Finally a Doxygen documentation has been added.
This new release have been tested under Visual C++ 7.1, Visual C++ 8.0, GCC 3.2.3 et GCC 3.4.2.
Groove
A new release of GLM is now available. A few bugs have been fixed, the portability of GLSL into C++ has been improved, and new experimental extensions have been implemented, enhancing GLSL features.
Project now supports quaternions, adds new features to handle colors, vectors and matrices. For example, GLM allows base colors changing, vector projected operations, and 2D/3D transforms.
To demo the features of this new version, a sample program is included. It is a simple Ray Tracer supporting reflected and refracted rays, three lights types (point, directionnal and spot), two objects types (sphere, plan), using all of the GLM possibilities.
Groove
The english section of this site is now available.
Groove
This is the first public availability of GLM. This library supports part of GLSL specifications : All vectors and matrices types, and all the operators and associated functions.
For now, there isn't detailed documentation, but you can freely have a look on GLSL specifications. Consider any incoherence with GLM as an error. Keep in mind the library is included in the namespace "glm".
This project is multi platform and was successfully tested under Visual C++ 7.1, MinGW 3.4 and GCC 3.4.
#include <glm/glm.hpp>void computeNormal(triangle & Triangle)
{
glm::vec3 const & a = Triangle.Position[0];
glm::vec3 const & b = Triangle.Position[1];
glm::vec3 const & c = Triangle.Position[2];
Triangle.Normal = glm::normalize(glm::cross(c - a, b - a));
}
// glm::vec3, glm::vec4, glm::ivec4, glm::mat4#include <glm/glm.hpp> // glm::perspective#include <glm/gtc/matrix_projection.hpp> // glm::translate, glm::rotate, glm::scale#include <glm/gtc/matrix_transform.hpp> // glm::value_ptr#include <glm/gtc/type_ptr.hpp>
{
glm::mat4 Projection =
glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.f);
glm::mat4 ViewTranslate = glm::translate(
glm::mat4(1.0f),
glm::vec3(0.0f, 0.0f, -Translate));
glm::mat4 ViewRotateX = glm::rotate(
ViewTranslate,
Rotate.y, glm::vec3(-1.0f, 0.0f, 0.0f));
glm::mat4 View = glm::rotate(
ViewRotateX,
Rotate.x, glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 Model = glm::scale(
glm::mat4(1.0f),
glm::vec3(0.5f));
glm::mat4 MVP = Projection * View * Model;
glUniformMatrix4fv(
LocationMVP, 1, GL_FALSE, glm::value_ptr(MVP));
}
#include <glm/glm.hpp>#include <glm/gtx/type_precision.hpp>
std::size_t const VertexCount = 4;
// Float quad geometry
std::size_t const PositionSizeF32 = VertexCount * sizeof(glm::vec2);
glm::vec2 const PositionDataF32[VertexCount] =
{
glm::vec2(-1.0f,-1.0f),
glm::vec2( 1.0f,-1.0f),
glm::vec2( 1.0f, 1.0f),
glm::vec2(-1.0f, 1.0f)
};
// Half-float quad geometry
std::size_t const PositionSizeF16 = VertexCount * sizeof(glm::hvec2);
glm::hvec2 const PositionDataF16[VertexCount] =
{
glm::hvec2(-1.0f, -1.0f),
glm::hvec2( 1.0f, -1.0f),
glm::hvec2( 1.0f, 1.0f),
glm::hvec2(-1.0f, 1.0f)
};
// 8 bits signed integer quad geometry
std::size_t const PositionSizeI8 = VertexCount * sizeof(glm::i8vec2);
glm::i8vec2 const PositionDataI8[VertexCount] =
{
glm::i8vec2(-1,-1),
glm::i8vec2( 1,-1),
glm::i8vec2( 1, 1),
glm::i8vec2(-1, 1)
};
// 32 bits signed integer quad geometry
std::size_t const PositionSizeI32 = VertexCount * sizeof(glm::i32vec2);
glm::i32vec2 const PositionDataI32[VertexCount] =
{
glm::i32vec2 (-1,-1),
glm::i32vec2 ( 1,-1),
glm::i32vec2 ( 1, 1),
glm::i32vec2 (-1, 1)
};
#include <glm/glm.hpp>#include <glm/gtx/random.hpp>
glm::vec3 lighting
(
intersection const & Intersection,
material const & Material,
light const & Light,
glm::vec3 const & View
)
{
glm::vec3 Color = glm::vec3(0.0f);
glm::vec3 LightVertor = glm::normalize(
Light.position() - Intersection.globalPosition() +
glm::vecRand3(0.0f, Light.inaccuracy());
if(!shadow(
Intersection.globalPosition(),
Light.position(),
LightVertor))
{
float Diffuse = glm::dot(Intersection.normal(), LightVector);
if(Diffuse <= 0.0f)
return Color;
if(Material.isDiffuse())
Color += Light.color() * Material.diffuse() * Diffuse;
if(Material.isSpecular())
{
glm::vec3 Reflect = glm::reflect(
glm::normalize(-LightVector),
glm::normalize(Intersection.normal()));
float Dot = glm::dot(Reflect, View);
float Base = Dot > 0.0f ? Dot : 0.0f;
float Specular = glm::pow(Base, Material.exponent());
Color += Material.specular() * Specular;
}
}
OpenGL's Official site. You would find OpenGL specifications, news and tons of related informations.
This page contains all OpenGL extensions specifications.
This page contains OpenGL 2.0 specifications.
This page contains OpenGL Shading Language Specification.
This document lists all the conventions for writing GLSL extensions. These rules are the basics of the GLM extensions system.
GLSL is not the ultimate mathematics library, i.e. for matrices operations, specs are very restricted. There aren't any functions to get the determinant, inverse, or a matrix transpose. Moreover, there are a few vector types and no quaternions.What about completing the missing features using the extensions ? It will be developed from GLSL conventions and may add for exemple the extension GLM_GTX_quaternion, defining __quatGT type and conjugateGT function.Extensions may be available through a separate file called glmext.h instead of being directly into the library core file.It would be interesting to suggest GLM extensions implementations directly in GLSL to increase portability. It may hopefully end by submitting extensions to ARB.The use of a namespace allows to prevenf from any name collision problem with other libraries like STL. GLSL uses a reserved 'namespace' keyword but does not define it. OpenGL uses a C technic for the namespaces management with the 'gl' prefix. What name should we give to this namespace ? 'gl', 'glsl', 'glm' or 'sl' ? What is the best solution ? C-like or C++-like namespaces ?Bug #3 says that 'not' is a C++ keyword. C-style namespaces use would resolves this bug but GLSL has been built from C upon a C++ logic.The interaction with OpenGL is not the purpose of GLM. However, GLM should be easily usable with OpenGL and some features could be welcome. i.e., using vec3 type with Vertex3fv function should simplify and optimize the program. Eventually, semantically speaking, vec3 is more accurate and stronger than addressing on a potential 3 floats table.If it is possible to make easy the interoperability between GLM and OpenGL, then this work is recommended if semantic stays correct. GLM must also remain independent towards OpenGL.GLSL specifications include unimplemented reserved keywords list. Their use must return an error. Some of them already exist in C++.GLM can only allow C++ reserved keywords. The others must be undefined so the compiler returns an error.GLSL defines six variable qualifiers types : const, varying, uniform, attrib, in, out, inout.'const' variables are only usable in a local way into a shader. They are available for vertex and fragments shaders. GLSL's 'const' are similar to C++ 'static const', i.e. the variable only exists inside a compilation unit (.o files with GCC).'varying' variables offer a communication interface between vertex and fragment sahder. 'uniform' and 'attrib' variables are a way of communication between C/C++ program and shaders, so 'varying' are useless in the C++ program; so this qualifier is not allowed.Some programmers are already using 'in', 'ou' and 'inout' qualifiers for semantic purpose. They define them as empty '#define'.It seems difficult to keep the same syntax than GLSL for 'uniform' and 'attrib' variables although this notion seems interesting. Why not keeping it only for their semantic properties ?All integrated variables matches with OpenGL state variables. So there are all accessible from the OpenGL API.smapler* types come from GL_ARB_multitexure extension. Values matches with a texture unit.A sampler type would offer an additionnal semantic value.No, this is not the GLM objective.GLSL allows several components to be accessed at the same time. Moreover, GLSL let the possibility to the user to order components as he wants. To implement such a possibility, 4² * 3 * 2 = 96 fuctions should be added for vec4 type, for example (components number : 4, access types : 3, readonly access and write access : 2).A solution witch reach GLSL conformance have been found. However it need lot of functions. This feature is coming in a futur release.GLSL allows an access to a component with many different names, that explains the component notion. i.e. the first vec3 component is accessible with .x, .r, .s.A possibility would be creating three functions for each component.Another would be using the keyword 'union'.The first solution allows to keep components values in a private classes table, but in this case, the overloaded operator [] must be used to access values and/or functions per component that is not conform to GLSL specifications. The second respect GLSL rules but components are public. In this case, this is not a real problem so this second solution is kept.GLSL specifications tell that 'fragment processing functions' are only available for fragment shaders and function ftransform is only available for vertex shaders. The C/C++ program must be considered as a third program type so this functions are not available.'union' keyword is here to allow access to vector components with several different variables names. Moreover, templates are also used to create two vector type categories : _vec* and _ivec*. Eventually, anonymous structures are not allowed in ISO C++ norm.Problem might come from the lack of supporting both templates and unions from Visual C++ 7.1.If -pedantic isn't used with G++, then code compiles correctly. As we are waiting for a better compromise, the code stays that way. As notified for the bug #4, the ultimate solution might be to avoid templates in vector definition.GCC supports all C++ keywords that includes 'not', which is equivalent to '!' operator. So there is a problem with GLM because GLSL defines the 'not' function.Overloading the '!' operator or the 'not' keyword we can partly resolve the problem but leaving as ignored the GLM namespace concept. If the source code contains 'glm:not' string, then GCC gives an error.'not' is a C++ keyword so GLM mustn't define a 'not' function. However, all the compilers don't support this keyword (VC7.1). Does this name has to be changed ? For now, it is recommended to avoid using 'not'.The GLSL specifications grant access to multiple components for vector types. i.e. with GLSL the following lines are correct : vec3 MyVector = vec4(1.0, 1.0, 1.0, 0.0).xyz.It seems difficult to create an equal feature in C++ because 'x', 'y', and 'z' according to the previous example can be sorted in any order and be repeated from zero to four to a max of four components.
OpenGL Mathematics (GLM) is a C++ mathematics library for 3D software based on the OpenGL Shading Language (GLSL) specification.
The goal of the project is to provide to 3D programmers math classes and functions that miss in C++ when we use to program with GLSL or any high level GPU language. With GLM, the idea is to have a library that works the same way that GLSL which imply a strict following of GLSL specification for the implementation.
However, this project isn't limited by GLSL features. An extension system allows to extend GLSL capabilities. It allows GLM to be a great subtitute for some OpenGL 3 deprecated functions, to work following a clean programmable approach.
GLM is release under MIT license and available for all version of GCC from version 3.4 and Visual Studio from version 8.0 as a platform independent library.
GLSL + Optional features = OpenGL Mathematics (GLM).A C++ mathematics library for 3D graphics.