Updated license
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The MIT License
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The Happy Bunny License (Modified MIT License)
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Copyright (c) 2005 - 2013 G-Truc Creation
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Copyright (c) 2005 - 2014 G-Truc Creation
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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@ -12,6 +12,10 @@ furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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Restrictions:
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By making use of the Software for military purposes, you choose to make a
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Bunny unhappy.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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@ -40,21 +40,21 @@
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<div class="title">OpenGL Mathematics </div> </div>
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</div><!--header-->
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<div class="contents">
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<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>
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<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>
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<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>
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<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>
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<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>
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<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>
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<li>Apple Clang 4.0 and higher</li>
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<li>CUDA 4.0 and higher</li>
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<li>GCC 4.2 and higher</li>
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<li>LLVM 3.0 and higher</li>
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<li>Intel C++ Composer XE 2013 and higher</li>
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<li>Visual Studio 2010 and higher</li>
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<li><a href="https://developer.apple.com/Library/mac/documentation/CompilerTools/Conceptual/LLVMCompilerOverview/index.html">Apple Clang</a> 4.0 and higher</li>
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<li><a href="https://developer.nvidia.com/about-cuda">CUDA</a> 4.0 and higher</li>
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<li><a href="https://gcc.gnu.org/">GCC</a> 4.2 and higher</li>
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<li><a href="http://llvm.org/">LLVM</a> 3.0 and higher</li>
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<li><a href="https://software.intel.com/en-us/intel-compilers">Intel C++ Composer</a> XE 2013 and higher</li>
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<li><a href="http://www.visualstudio.com/">Visual Studio</a> 2010 and higher</li>
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<li>Any conform C++98 compiler</li>
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</ul>
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<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>
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<p>The source code is licenced under the <a href="http://www.opensource.org/licenses/mit-license.php">MIT licence</a>.</p>
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<p>The source code is licenced under the <a href="http://glm.g-truc.net/copying.txt">Happy Bunny License (Modified MIT)</a>.</p>
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<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>
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<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>
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</div></div><!-- contents -->
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/*!
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@mainpage OpenGL Mathematics
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OpenGL Mathematics (GLM) is a header only C++ mathematics library for graphics software based on the OpenGL Shading Language (GLSL) specification.
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<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.
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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.
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@ -10,12 +10,12 @@
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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.
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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:
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- Apple Clang 4.0 and higher
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- CUDA 4.0 and higher
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- GCC 4.2 and higher
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- LLVM 3.0 and higher
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- Intel C++ Composer XE 2013 and higher
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- Visual Studio 2010 and higher
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- <a href="https://developer.apple.com/Library/mac/documentation/CompilerTools/Conceptual/LLVMCompilerOverview/index.html">Apple Clang</a> 4.0 and higher
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- <a href="https://developer.nvidia.com/about-cuda">CUDA</a> 4.0 and higher
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- <a href="https://gcc.gnu.org/">GCC</a> 4.2 and higher
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- <a href="http://llvm.org/">LLVM</a> 3.0 and higher
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- <a href="https://software.intel.com/en-us/intel-compilers">Intel C++ Composer</a> XE 2013 and higher
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- <a href="http://www.visualstudio.com/">Visual Studio</a> 2010 and higher
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- Any conform C++98 compiler
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@note The Doxygen-generated documentation will often state that a type or function
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@ -23,7 +23,7 @@
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Please ignore this; All publicly available types and functions can be accessed as a direct children
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of the glm namespace.
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The source code is licenced under the <a href="http://www.opensource.org/licenses/mit-license.php">MIT licence</a>.
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The source code is licenced under the <a href="http://glm.g-truc.net/copying.txt">Happy Bunny License (Modified MIT)</a>.
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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:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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Restrictions:
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By making use of the Software for military purposes, you choose to make
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a Bunny unhappy.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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@ -37,7 +41,7 @@ More informations in GLM manual:
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http://glm.g-truc.net/glm.pdf
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================================================================================
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GLM 0.9.6.0: 2014-11-XX
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GLM 0.9.6.0: 2014-11-30
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--------------------------------------------------------------------------------
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Features:
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- Added transparent use of SIMD instructions for vec4 and mat4 types
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@ -243,6 +243,15 @@ int test_ctr()
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return Error;
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}
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int perf_mul()
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{
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int Error = 0;
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return Error;
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}
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int main()
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{
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int Error = 0;
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@ -253,5 +262,7 @@ int main()
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Error += test_operators();
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Error += test_inverse();
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Error += perf_mul();
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return Error;
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}
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return Error;
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}
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template <typename genType>
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void print(genType const & Mat0)
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{
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printf("mat4(\n");
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printf("\tvec4(%2.9f, %2.9f, %2.9f, %2.9f)\n", Mat0[0][0], Mat0[0][1], Mat0[0][2], Mat0[0][3]);
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printf("\tvec4(%2.9f, %2.9f, %2.9f, %2.9f)\n", Mat0[1][0], Mat0[1][1], Mat0[1][2], Mat0[1][3]);
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printf("\tvec4(%2.9f, %2.9f, %2.9f, %2.9f)\n", Mat0[2][0], Mat0[2][1], Mat0[2][2], Mat0[2][3]);
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printf("\tvec4(%2.9f, %2.9f, %2.9f, %2.9f))\n\n", Mat0[3][0], Mat0[3][1], Mat0[3][2], Mat0[3][3]);
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}
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int perf_mul()
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{
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int Error = 0;
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glm::mat4 A(1.0f);
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glm::mat4 B(1.0f);
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glm::mat4 C = A * B;
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print(C);
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return Error;
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}
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int main()
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{
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int Error(0);
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Error += test_decl();
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Error += perf_mul();
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return Error;
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}
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