/////////////////////////////////////////////////////////////////////////////////////////////////// // OpenGL Mathematics Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net) /////////////////////////////////////////////////////////////////////////////////////////////////// // Created : 2010-09-16 // Updated : 2010-09-16 // Licence : This source is under MIT licence // File : test/gtc/matrix_transform.cpp /////////////////////////////////////////////////////////////////////////////////////////////////// #define GLM_FORCE_RADIANS #include #include int test_perspective() { int Error = 0; glm::mat4 Projection = glm::perspective(glm::pi() * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f); return Error; } int test_pick() { int Error = 0; glm::mat4 Pick = glm::pickMatrix(glm::vec2(1, 2), glm::vec2(3, 4), glm::ivec4(0, 0, 320, 240)); return Error; } int test_tweakedInfinitePerspective() { int Error = 0; glm::mat4 ProjectionA = glm::tweakedInfinitePerspective(45.f, 640.f/480.f, 1.0f); glm::mat4 ProjectionB = glm::tweakedInfinitePerspective(45.f, 640.f/480.f, 1.0f, 0.001f); return Error; } int test_translate() { int Error = 0; glm::lowp_vec3 v(1.0); glm::lowp_mat4 m(0); glm::lowp_mat4 t = glm::translate(m, v); return Error; } int main() { int Error = 0; Error += test_translate(); Error += test_tweakedInfinitePerspective(); Error += test_pick(); Error += test_perspective(); return Error; }