Updated license

This commit is contained in:
Christophe Riccio 2014-11-25 22:25:24 +01:00
parent 39334f282c
commit c20df07879
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The MIT License
The Happy Bunny License (Modified MIT License)
Copyright (c) 2005 - 2013 G-Truc Creation
Copyright (c) 2005 - 2014 G-Truc Creation
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
@ -12,6 +12,10 @@ furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
Restrictions:
By making use of the Software for military purposes, you choose to make a
Bunny unhappy.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE

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@ -40,21 +40,21 @@
<div class="title">OpenGL Mathematics </div> </div>
</div><!--header-->
<div class="contents">
<div class="textblock"><p>OpenGL Mathematics (GLM) is a header only C++ mathematics library for graphics software based on the OpenGL Shading Language (GLSL) specification.</p>
<div class="textblock"><p><a href="http://glm.g-truc.net">OpenGL Mathematics (GLM)</a> is a header only C++ mathematics library for graphics software based on the <a href="https://www.opengl.org/documentation/glsl/">OpenGL Shading Language (GLSL)</a> specification.</p>
<p>GLM provides classes and functions designed and implemented with the same naming conventions and functionalities than GLSL so that when a programmer knows GLSL, he knows GLM as well which makes it really easy to use.</p>
<p>This project isn't limited to GLSL features. An extension system, based on the GLSL extension conventions, provides extended capabilities: matrix transformations, quaternions, half-based types, random numbers, noise, etc...</p>
<p>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.</p>
<p>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:</p><ul>
<li>Apple Clang 4.0 and higher</li>
<li>CUDA 4.0 and higher</li>
<li>GCC 4.2 and higher</li>
<li>LLVM 3.0 and higher</li>
<li>Intel C++ Composer XE 2013 and higher</li>
<li>Visual Studio 2010 and higher</li>
<li><a href="https://developer.apple.com/Library/mac/documentation/CompilerTools/Conceptual/LLVMCompilerOverview/index.html">Apple Clang</a> 4.0 and higher</li>
<li><a href="https://developer.nvidia.com/about-cuda">CUDA</a> 4.0 and higher</li>
<li><a href="https://gcc.gnu.org/">GCC</a> 4.2 and higher</li>
<li><a href="http://llvm.org/">LLVM</a> 3.0 and higher</li>
<li><a href="https://software.intel.com/en-us/intel-compilers">Intel C++ Composer</a> XE 2013 and higher</li>
<li><a href="http://www.visualstudio.com/">Visual Studio</a> 2010 and higher</li>
<li>Any conform C++98 compiler</li>
</ul>
<dl class="section note"><dt>Note</dt><dd>The Doxygen-generated documentation will often state that a type or function is defined in a namespace that is a child of the <a class="el" href="">glm </a> namespace. Please ignore this; All publicly available types and functions can be accessed as a direct children of the glm namespace.</dd></dl>
<p>The source code is licenced under the <a href="http://www.opensource.org/licenses/mit-license.php">MIT licence</a>.</p>
<p>The source code is licenced under the <a href="http://glm.g-truc.net/copying.txt">Happy Bunny License (Modified MIT)</a>.</p>
<p>These pages are the API reference only. For more information about how to use GLM, please have a look at <a href="http://glm.g-truc.net/glm.pdf">the manual</a>.</p>
<p>Thanks for contributing to the project by <a href="https://github.com/g-truc/glm/issues">submitting tickets for bug reports and feature requests</a>. Any feedback is welcome at <a href="#" onclick="location.href='mai'+'lto:'+'glm'+'@g'+'-tr'+'uc'+'.ne'+'t'; return false;">glm@g<span style="display: none;">.nosp@m.</span>-tru<span style="display: none;">.nosp@m.</span>c.net</a>. </p>
</div></div><!-- contents -->

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/*!
@mainpage OpenGL Mathematics
OpenGL Mathematics (GLM) is a header only C++ mathematics library for graphics software based on the OpenGL Shading Language (GLSL) specification.
<a href="http://glm.g-truc.net">OpenGL Mathematics (GLM)</a> is a header only C++ mathematics library for graphics software based on the <a href="https://www.opengl.org/documentation/glsl/">OpenGL Shading Language (GLSL)</a> specification.
GLM provides classes and functions designed and implemented with the same naming conventions and functionalities than GLSL so that when a programmer knows GLSL, he knows GLM as well which makes it really easy to use.
@ -10,12 +10,12 @@
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.
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 and higher
- CUDA 4.0 and higher
- GCC 4.2 and higher
- LLVM 3.0 and higher
- Intel C++ Composer XE 2013 and higher
- Visual Studio 2010 and higher
- <a href="https://developer.apple.com/Library/mac/documentation/CompilerTools/Conceptual/LLVMCompilerOverview/index.html">Apple Clang</a> 4.0 and higher
- <a href="https://developer.nvidia.com/about-cuda">CUDA</a> 4.0 and higher
- <a href="https://gcc.gnu.org/">GCC</a> 4.2 and higher
- <a href="http://llvm.org/">LLVM</a> 3.0 and higher
- <a href="https://software.intel.com/en-us/intel-compilers">Intel C++ Composer</a> XE 2013 and higher
- <a href="http://www.visualstudio.com/">Visual Studio</a> 2010 and higher
- Any conform C++98 compiler
@note The Doxygen-generated documentation will often state that a type or function
@ -23,7 +23,7 @@
Please ignore this; All publicly available types and functions can be accessed as a direct children
of the glm namespace.
The source code is licenced under the <a href="http://www.opensource.org/licenses/mit-license.php">MIT licence</a>.
The source code is licenced under the <a href="http://glm.g-truc.net/copying.txt">Happy Bunny License (Modified MIT)</a>.
These pages are the API reference only. For more information about how to use GLM, please have a look at <a href="http://glm.g-truc.net/glm.pdf">the manual</a>.

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@ -19,6 +19,10 @@ furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
Restrictions:
By making use of the Software for military purposes, you choose to make
a Bunny unhappy.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
@ -37,7 +41,7 @@ More informations in GLM manual:
http://glm.g-truc.net/glm.pdf
================================================================================
GLM 0.9.6.0: 2014-11-XX
GLM 0.9.6.0: 2014-11-30
--------------------------------------------------------------------------------
Features:
- Added transparent use of SIMD instructions for vec4 and mat4 types

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@ -243,6 +243,15 @@ int test_ctr()
return Error;
}
int perf_mul()
{
int Error = 0;
return Error;
}
int main()
{
int Error = 0;
@ -253,5 +262,7 @@ int main()
Error += test_operators();
Error += test_inverse();
Error += perf_mul();
return Error;
}

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@ -87,11 +87,36 @@ int test_decl()
return Error;
}
template <typename genType>
void print(genType const & Mat0)
{
printf("mat4(\n");
printf("\tvec4(%2.9f, %2.9f, %2.9f, %2.9f)\n", Mat0[0][0], Mat0[0][1], Mat0[0][2], Mat0[0][3]);
printf("\tvec4(%2.9f, %2.9f, %2.9f, %2.9f)\n", Mat0[1][0], Mat0[1][1], Mat0[1][2], Mat0[1][3]);
printf("\tvec4(%2.9f, %2.9f, %2.9f, %2.9f)\n", Mat0[2][0], Mat0[2][1], Mat0[2][2], Mat0[2][3]);
printf("\tvec4(%2.9f, %2.9f, %2.9f, %2.9f))\n\n", Mat0[3][0], Mat0[3][1], Mat0[3][2], Mat0[3][3]);
}
int perf_mul()
{
int Error = 0;
glm::mat4 A(1.0f);
glm::mat4 B(1.0f);
glm::mat4 C = A * B;
print(C);
return Error;
}
int main()
{
int Error(0);
Error += test_decl();
Error += perf_mul();
return Error;
}