Removed warning, declared some parameter documentation
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@ -60,9 +60,9 @@ namespace glm
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/// Builds a translation 4 * 4 matrix created from a vector of 3 components.
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///
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/// @param m Matrix multiplied by this translation matrix.
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/// @param m Input matrix multiplied by this translation matrix.
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/// @param v Coordinates of a translation vector.
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/// @tparam T Value type used to build the translation matrix. Currently supported: half (not recommanded), float or double.
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @code
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/// #include <glm/glm.hpp>
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/// #include <glm/gtc/matrix_transform.hpp>
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@ -85,6 +85,10 @@ namespace glm
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/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees.
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///
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/// @param m Input matrix multiplied by this rotation matrix.
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/// @param angle Rotation angle expressed in degrees.
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/// @param axis Rotation axis, recommanded to be normalized.
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see gtx_transform
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/// @see - rotate(T angle, T x, T y, T z)
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@ -94,10 +98,13 @@ namespace glm
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detail::tmat4x4<T> rotate(
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detail::tmat4x4<T> const & m,
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T const & angle,
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detail::tvec3<T> const & v);
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detail::tvec3<T> const & axis);
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/// Builds a scale 4 * 4 matrix created from 3 scalars.
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///
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/// @param m Input matrix multiplied by this scale matrix.
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/// @param v Ratio of scaling for each axis.
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see gtx_transform
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/// @see - scale(T x, T y, T z) scale(T const & x, T const & y, T const & z)
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@ -110,6 +117,13 @@ namespace glm
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/// Creates a matrix for an orthographic parallel viewing volume.
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///
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/// @param left
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/// @param right
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/// @param bottom
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/// @param top
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/// @param zNear
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/// @param zFar
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
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template <typename T>
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@ -123,6 +137,11 @@ namespace glm
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/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
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///
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/// @param left
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/// @param right
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/// @param bottom
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/// @param top
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar)
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template <typename T>
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@ -134,6 +153,13 @@ namespace glm
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/// Creates a frustum matrix.
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///
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/// @param left
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/// @param right
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/// @param bottom
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/// @param top
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/// @param near
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/// @param far
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T>
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detail::tmat4x4<T> frustum(
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@ -141,46 +167,71 @@ namespace glm
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T const & right,
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T const & bottom,
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T const & top,
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T const & nearVal,
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T const & farVal);
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T const & near,
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T const & far);
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/// Creates a matrix for a symetric perspective-view frustum.
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///
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/// @param fovy
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/// @param aspect
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/// @param near
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/// @param far
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T>
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detail::tmat4x4<T> perspective(
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T const & fovy,
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T const & aspect,
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T const & zNear,
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T const & zFar);
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T const & near,
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T const & far);
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/// Builds a perspective projection matrix based on a field of view.
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///
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/// @param fov
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/// @param width
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/// @param height
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/// @param near
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/// @param far
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename valType>
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detail::tmat4x4<valType> perspectiveFov(
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valType const & fov,
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valType const & width,
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valType const & height,
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valType const & zNear,
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valType const & zFar);
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valType const & near,
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valType const & far);
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/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
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///
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/// @param fovy
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/// @param aspect
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/// @param near
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T>
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detail::tmat4x4<T> infinitePerspective(
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T fovy, T aspect, T zNear);
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T fovy, T aspect, T near);
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/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
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///
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/// @param fovy
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/// @param aspect
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/// @param near
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T>
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detail::tmat4x4<T> tweakedInfinitePerspective(
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T fovy, T aspect, T zNear);
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T fovy, T aspect, T near);
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/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
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///
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/// @param obj
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/// @param model
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/// @param proj
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/// @param viewport
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/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
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/// @tparam U Currently supported: Floating-point types and integer types.
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/// @see gtc_matrix_transform
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template <typename T, typename U>
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detail::tvec3<T> project(
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@ -191,6 +242,12 @@ namespace glm
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/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
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///
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/// @param win
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/// @param model
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/// @param proj
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/// @param viewport
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/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
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/// @tparam U Currently supported: Floating-point types and integer types.
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/// @see gtc_matrix_transform
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template <typename T, typename U>
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detail::tvec3<T> unProject(
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@ -201,6 +258,11 @@ namespace glm
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/// Define a picking region
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///
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/// @param center
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/// @param delta
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/// @param viewport
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/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
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/// @tparam U Currently supported: Floating-point types and integer types.
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/// @see gtc_matrix_transform
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template <typename T, typename U>
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detail::tmat4x4<T> pickMatrix(
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@ -210,11 +272,11 @@ namespace glm
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/// Build a look at view matrix.
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///
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/// @see gtc_matrix_transform
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/// @see - frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal)
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/// @param eye Position of the camera
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/// @param center Position where the camera is looking at
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/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
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/// @see gtc_matrix_transform
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/// @see - frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal)
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template <typename T>
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detail::tmat4x4<T> lookAt(
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detail::tvec3<T> const & eye,
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1
test/external/gli/core/generate_mipmaps.inl
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1
test/external/gli/core/generate_mipmaps.inl
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@ -32,7 +32,6 @@ namespace gli
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texture2D::dimensions_type LevelDimensions = Result[Level + 0].dimensions() >> texture2D::dimensions_type(1);
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LevelDimensions = glm::max(LevelDimensions, texture2D::dimensions_type(1));
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texture2D::size_type ValueSize = Result[Level + 0].value_size();
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texture2D::size_type Components = Result[Level + 0].components();
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texture2D::data_type DataDst(glm::compMul(LevelDimensions) * Components);
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4
test/external/gli/core/image2d.inl
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4
test/external/gli/core/image2d.inl
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@ -165,9 +165,7 @@ namespace gli
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Data((glm::compMul(Dimensions) * detail::sizeBitPerPixel(Format)) >> 3),
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Dimensions(Dimensions),
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Format(Format)
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{
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std::size_t Size = (glm::compMul(Dimensions) * detail::sizeBitPerPixel(Format)) >> 3;
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}
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{}
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inline image2D::image2D
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(
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int test_half_ctor_vec3()
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{
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return 0;
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}
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int test_half_ctor_vec4()
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{
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return 0;
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}
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int main()
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