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 Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal 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 The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software. 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 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 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 class="title">OpenGL Mathematics </div> </div>
</div><!--header--> </div><!--header-->
<div class="contents"> <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>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 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>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> <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><a href="https://developer.apple.com/Library/mac/documentation/CompilerTools/Conceptual/LLVMCompilerOverview/index.html">Apple Clang</a> 4.0 and higher</li>
<li>CUDA 4.0 and higher</li> <li><a href="https://developer.nvidia.com/about-cuda">CUDA</a> 4.0 and higher</li>
<li>GCC 4.2 and higher</li> <li><a href="https://gcc.gnu.org/">GCC</a> 4.2 and higher</li>
<li>LLVM 3.0 and higher</li> <li><a href="http://llvm.org/">LLVM</a> 3.0 and higher</li>
<li>Intel C++ Composer XE 2013 and higher</li> <li><a href="https://software.intel.com/en-us/intel-compilers">Intel C++ Composer</a> XE 2013 and higher</li>
<li>Visual Studio 2010 and higher</li> <li><a href="http://www.visualstudio.com/">Visual Studio</a> 2010 and higher</li>
<li>Any conform C++98 compiler</li> <li>Any conform C++98 compiler</li>
</ul> </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> <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>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> <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 --> </div></div><!-- contents -->

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/*! /*!
@mainpage OpenGL Mathematics @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. 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. 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: 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 - <a href="https://developer.apple.com/Library/mac/documentation/CompilerTools/Conceptual/LLVMCompilerOverview/index.html">Apple Clang</a> 4.0 and higher
- CUDA 4.0 and higher - <a href="https://developer.nvidia.com/about-cuda">CUDA</a> 4.0 and higher
- GCC 4.2 and higher - <a href="https://gcc.gnu.org/">GCC</a> 4.2 and higher
- LLVM 3.0 and higher - <a href="http://llvm.org/">LLVM</a> 3.0 and higher
- Intel C++ Composer XE 2013 and higher - <a href="https://software.intel.com/en-us/intel-compilers">Intel C++ Composer</a> XE 2013 and higher
- Visual Studio 2010 and higher - <a href="http://www.visualstudio.com/">Visual Studio</a> 2010 and higher
- Any conform C++98 compiler - Any conform C++98 compiler
@note The Doxygen-generated documentation will often state that a type or function @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 Please ignore this; All publicly available types and functions can be accessed as a direct children
of the glm namespace. 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>. 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 The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software. 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 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 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 http://glm.g-truc.net/glm.pdf
================================================================================ ================================================================================
GLM 0.9.6.0: 2014-11-XX GLM 0.9.6.0: 2014-11-30
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
Features: Features:
- Added transparent use of SIMD instructions for vec4 and mat4 types - Added transparent use of SIMD instructions for vec4 and mat4 types

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

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@ -87,11 +87,36 @@ int test_decl()
return Error; 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 main()
{ {
int Error(0); int Error(0);
Error += test_decl(); Error += test_decl();
Error += perf_mul();
return Error; return Error;
} }