269 lines
9.5 KiB
Plaintext
269 lines
9.5 KiB
Plaintext
/**
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\mainpage OpenGL Mathematics
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OpenGL Mathematics (GLM) is a C++ mathematics library for 3D applications based
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on the OpenGL Shading Language (GLSL) specification.
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GLM provides 3D programmers with math classes and functions that are similar to
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GLSL or any high level GPU programming language. The idea is to have a library
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that has identical naming conventions and functionalities than GLSL so that when
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developers know GLSL, they know how to use GLM.
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GLM is not limited strictly to GLSL features.
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However, this project isn't limited by GLSL features. An extension system, based
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on the GLSL extension conventions, allows extended capabilities.
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This library can be used with OpenGL but also for software rendering (Raytracing
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/ Rasterisation), image processing and as much contexts as a simple math library
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could be used for.
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GLM is written as a platform independent library. The following compilers are
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officially supported:
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\li GNU GCC 3.4 and higher
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\li Microsoft Visual Studio 8.0 and higher
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The source code is under the
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<a href="http://www.opensource.org/licenses/mit-license.php">MIT licence</a>.
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Any feedback is welcome and can be sent to glm@g-truc.net.
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\li \subpage started
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\li \subpage faq
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\li \subpage issues
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\li \subpage reference
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**/
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/**
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\page started Getting Started
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\section started_compiler Compiler Setup
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GLM is a header library. Therefore, it doesn't require to be built separately. All that
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is necessary to use GLM is to add the GLM install path to your compiler's include
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search paths. (-I option with GCC) Alternatively, you can copy the GLM files directly into your
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project's source directory.
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GLM makes heavy use of C++ templates. This may significantly increase the compile
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time for files that use GLM. If this is a problem for your needs, precompiled headers
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are a good solution for avoiding this issue.
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\section started_core Core Features
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After initial compiler setup, all core features of GLM (core GLSL features) can be accessed
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by including the glm.hpp header. The line: #include <glm/glm.hpp> is used for a typical
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compiler setup.
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Note that by default there are no dependencies on external headers like gl.h, gl3.h, glu.h or
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windows.h.
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\section started_swizzle Setup of Swizzle Operators
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A common feature of shader languages like GLSL is components swizzling. This involves
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being able to select which components of a vector are used and in what order. For
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example, "variable.x", "variable.xxy", "variable.zxyy" are examples of swizzling.
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However in GLM, swizzling operators are disabled by default. To enable swizzling the
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define GLM_SWIZZLE must be defined to one of GLM_SWIZZLE_XYZW, GLM_SWIZZLE_RGBA,
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GLM_SWIZZLE_STQP or GLM_SWIZZLE_FULL depending on what swizzle syntax is required.
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To enable swizzling, it is suggested that setup.hpp be included first, then custom
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settings and finally glm.hpp. For
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example:
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\code
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#include <glm/setup.hpp>
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#define GLM_SWIZZLE GLM_SWIZZLE_FULL
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#include <glm/glm.hpp>
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\endcode
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These custom setup lines can then be placed in a common project header or precompiled
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header.
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\section started_sample Basic Use of GLM Core
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\code
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#include <glm/glm.hpp>
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int foo()
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{
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glm::vec4 Position = glm::vec4(glm::vec3(0.0), 1.0);
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glm::mat4 Model = glm::mat4(1.0);
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Model[4] = glm::vec4(1.0, 1.0, 0.0, 1.0);
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glm::vec4 Transformed = Model * Position;
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return 0;
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}
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\endcode
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\section started_extensions GLM Extensions
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GLM extends the core GLSL feature set with extensions. These extensions include:
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quaternion, transformation, spline, matrix inverse, color spaces, etc.
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Note that some extensions are incompatible with other extension as and may result in C++
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name collisions when used together.
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To use a particular extension, simply include the extension header file. All
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extension features are added to the glm namespace.
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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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int foo()
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{
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glm::vec4 Position = glm::vec4(glm::vec3(0.0f), 1.0f);
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glm::mat4 Model = glm::translate(1.0f, 1.0f, 1.0f);
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glm::vec4 Transformed = Model * Position;
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return 0;
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}
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\endcode
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\section started_depend Dependencies
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When <glm/glm.hpp> is included, GLM provides all the GLSL features it implements in C++.
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By including <glm/ext.hpp> all the features of all extensions of GLM are included.
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When you include a specific extension, all the dependent extensions will be included as well.
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All the extensions depend on GLM core. (<glm/glm.hpp>)
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GLM has no dependencies on external libraries. However, if <boost/static_assert.hpp> is
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included before the GLM headers, boost::static_assert will be used all over GLM code.
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**/
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/**
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\page faq FAQ
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\section faq1 Why GLM follows GLSL specification and conventions?
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Following GLSL conventions is a really strict policy of GLM. GLM has been designed following
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the idea that everyone does its own math library with his own conventions. The idea is that
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brilliant developers (the OpenGL ARB) worked together and agreed to make GLSL. Following
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GLSL conventions is a way to find consensus. Moreover, basically when a developer knows
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GLSL, he knows GLM.
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\section faq2 Would it be possible to add my feature?
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YES. Every feature request could be added by submitting it here:
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https://sourceforge.net/apps/trac/ogl-math/newticket
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These requests would mainly take the form of extensions and if you provide an
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implementation, the feature will be added automatically in the next GLM release.
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A SourceForge.net account is required to create a ticket.
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\section faq3 Does GLM run GLSL program?
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No, GLM is a C++ implementation of a subset of GLSL.
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\section faq4 Does a GLSL compiler build GLM codes?
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Not directly but it can be easy to port. However, the difference between a shader and C++
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program at software design level will probably make this idea unlikely or impossible.
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\section faq5 Should I use GTX extensions?
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GTX extensions are qualified to be experimental extensions. In GLM this means that these
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extensions might change from version to version without restriction. In practice, it doesn't
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really change except time to time. GTC extensions are stabled, tested and perfectly reliable
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in time. Many GTX extensions extend GTC extensions and provide a way to explore features
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and implementations before becoming stable by a promotion as GTC extensions. This is
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fairly the way OpenGL features are developed through extensions.
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\section faq6 Would it be possible to change GLM to do glVertex3fv(glm::vec3(0))?
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It's possible to implement such thing in C++ with the implementation of the appropriate cast
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operator. In this example it's likely because it would result as a transparent cast, however,
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most of the time it's really unlikely resulting of build with no error and programs running
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with unexpected behaviors.
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GLM_GTC_type_ptr extension provide a safe solution:
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\code
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glm::vec4 v(0);
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glm::mat4 m(0);
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glVertex3fv(glm::value_ptr(v))
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glLoadMatrixfv(glm::value_ptr(m));
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\endcode
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Another solution inspired by STL:
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\code
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glVertex3fv(&v[0]);
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glLoadMatrixfv(&m[0][0]);
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\endcode
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\section faq7 Where can I ask my questions?
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A good place is the OpenGL Toolkits forum on OpenGL.org:
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http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=postlist&Board=10&page=1
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\section faq8 Where can I report a bug?
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Just like feature requests:
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https://sourceforge.net/apps/trac/ogl-math/newticket
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A SourceForge account is required to create a ticket.
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\section faq8 Where can I find the documentation of extensions?
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The Doxygen generated documentation includes a complete list of all extensions available.
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Explore this documentation to get a complete view of all GLM capabilities!
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http://glm.g-truc.net/html/index.html
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\section faq9 Should I use 'using namespace glm;'?
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NO! Chances are that if 'using namespace glm;' is called, name collisions will happen
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because GLM is based on GLSL and GLSL is also a consensus on tokens so these tokens are
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probably used quite often.
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**/
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/**
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\page issues Known Issues
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\section issue1 Swizzle Operators
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Enabling the swizzle operator can result in name collisions with the Win32 API.
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Consequently swizzle operators are disable by default. A safer way to do swizzling is to use
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the member function 'swizzle'. Future version of GLM should remove this limitation.
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\section issue2 not Function
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The GLSL keyword not is also a keyword in C++. To prevent name collisions, the GLSL not
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function has been implemented with the name not_.
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\section issue3 Half Based Types
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GLM supports half float number types through the extension GLM_GTC_half_float. This
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extension provides the types half, hvec*, hmat*x* and hquat*.
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Unfortunately, C++ norm doesn't support anonymous unions which limit hvec* vector
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components access to x, y, z and w.
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However, Visual C++ does support anonymous unions. When
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GLM_USE_ANONYMOUS_UNION is define, it enables the support of all component names
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(x,y,z,w ; r,g,b,a ; s,t,p,q). With GCC it will result in a build error.
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**/
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/**
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\page reference References
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OpenGL 4.1 core specification:
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http://www.opengl.org/registry/doc/glspec41.core.20100725.pdf
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GLSL 4.10 specification:
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http://www.opengl.org/registry/doc/GLSLangSpec.4.10.6.clean.pdf
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GLM HEAD snapshot:
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http://ogl-math.git.sourceforge.net/git/gitweb.cgi?p=ogl-math/ogl-math;a=snapshot;h=HEAD;sf=tgz
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GLM Trac, for bug report and feature request:
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https://sourceforge.net/apps/trac/ogl-math
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GLM website:
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http://glm.g-truc.net
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G-Truc Creation page:
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http://www.g-truc.net/project-0016.html
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**/
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