Updated readme.md with more link

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![glm](doc/logo.png)
OpenGL Mathematics (*GLM*) is a header only C++ mathematics library for graphics software based on the [OpenGL Shading Language (GLSL) specifications](https://www.opengl.org/registry/doc/GLSLangSpec.4.50.diff.pdf).
[OpenGL Mathematics](http://glm.g-truc.net/) (*GLM*) is a header only C++ mathematics library for graphics software based on the [OpenGL Shading Language (GLSL) specifications](https://www.opengl.org/registry/doc/GLSLangSpec.4.50.diff.pdf).
*GLM* provides classes and functions designed and implemented with the same naming conventions and functionalities than *GLSL* so that anyone who knows *GLSL*, can use *GLM* as well in C++.
This project isn't limited to *GLSL* features. An extension system, based on the *GLSL* extension conventions, provides extended capabilities: matrix transformations, quaternions, data packing, random numbers, noise, etc...
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.
This library works perfectly with *[OpenGL](https://www.opengl.org)* 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 it officially supports the following compilers:
- [Apple Clang 4.0](https://developer.apple.com/library/mac/documentation/CompilerTools/Conceptual/LLVMCompilerOverview/index.html) and higher