diff --git a/manual.md b/manual.md index 792efb19..988575f2 100644 --- a/manual.md +++ b/manual.md @@ -66,6 +66,7 @@ + [7.10. Why some GLM functions can crash because of division by zero?](#section7_10) + [7.11. What unit for angles us used in GLM?](#section7_11) + [7.12. Windows headers cause build errors...](#section7_12) ++ [7.13. GLM doesn't use C++11 STL features but my compiler support C++11?](#section7_13) + [8. Code samples](#section8) + [8.1. Compute a triangle normal](#section8_1) + [8.2. Matrix transform](#section8_2) @@ -1135,6 +1136,11 @@ Some Windows headers define min and max as macros which may cause compatibility It is highly recommanded to [define NOMINMAX](http://stackoverflow.com/questions/4913922/possible-problems-with-nominmax-on-visual-c) before including Windows headers to workaround this issue. To workaround the incompatibility with these macros, GLM will systematically undef these macros if they are defined. +### 7.13. GLM doesn't use C++11 STL features but my compiler support C++11? + +There are plenty of compilers' features to dedect C++11 support however C++11 STL support is particularly difficult to detect particularly with libstdc++ or on Android. +If a developer can garantee that a project is compiled with a C++11 STL, the developer can define GLM_LANG_STL11_FORCED before including GLM header to force the use of STL C++11 features. + --- ## 8. Code samples diff --git a/readme.md b/readme.md index 65cce64d..15422ac3 100644 --- a/readme.md +++ b/readme.md @@ -68,6 +68,7 @@ glm::mat4 camera(float Translate, glm::vec2 const & Rotate) - Optimised GTX_color_space_YCoCg YCoCgR conversions - Optimized GTX_matrix_interpolation axisAngle function - Added FAQ 12: Windows headers cause build errors... #557 +- Added FAQ 13: GLM doesn't use C++11 STL features but my compiler support C++11? #604 - Removed GCC shadow warnings #595 #### Fixes: