Getting GLM 0.9.3.0 release ready
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@@ -36,24 +36,40 @@
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Any feedback is welcome at glm@g-truc.net.
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</p><br /><div><h3>08/01/2012 - GLM 0.9.3.0 released</h3><div><p>
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GLM 0.9.3.0 is finally released. Since the branch 0.9.2, the test bench and the Doxygen API documentation has been expend.
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</p><p>
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</p><p /><p>
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Swizzle operators are a challenging task to implement but thanks to the effort of many contributors, GLM 0.9.3.0 provides finally something interesting even if
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not perfect but still a great improvement considering the incompatibilities with some external libraries. GLM 0.9.3 provides two implemetanations, one for C++ 98
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compilers and one for C++ 11 compilers providing an implemetnation closer to what GLSL does. Indeed the C++ 98 implementation is compatible with C++ 11 compilers.
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</p><span xmlns="http://www.w3.org/1999/xhtml" class="code-title">Implementation for C++ 98 compilers</span><ul xmlns="http://www.w3.org/1999/xhtml" class="code-list"><li class="code-line"><span class="code-line-content"><span class="comment">// To declare before including glm.hpp, to use the swizzle operators</span></span></li><li class="code-line"><span class="code-line-content"><span class="keyword">#define </span> GLM_SWIZZLE
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</p><img src="" alt="" /><span xmlns="http://www.w3.org/1999/xhtml" class="code-title">Implementation for C++ 98 compilers:</span><ul xmlns="http://www.w3.org/1999/xhtml" class="code-list"><li class="code-line"><span class="code-line-content"><span class="comment">// To declare before including glm.hpp, to use the swizzle operators</span></span></li><li class="code-line"><span class="code-line-content"><span class="keyword">#define </span> GLM_SWIZZLE
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</span></li><li class="code-line"><span class="code-line-content"><span class="keyword">#include </span><span class="string"><glm/glm.hpp></span></span></li><li class="code-line"><span class="code-line-content" /></li><li class="code-line"><span class="code-line-content"><span class="keyword">void</span> example_cpp98()
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</span></li><li class="code-line"><span class="code-line-content">
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{
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</span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
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glm::vec4 a = glm::vec4(1, 0, 0, 0);
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glm::vec4 a = glm::vec4(2, 0, 0, 0);
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</span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
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glm::vec4 b = glm::vec4(0, 1, 0, 0);
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glm::vec4 b = glm::vec4(0, 2, 0, 0);
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</span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
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glm::vec3 c = a.zyx() + b.xyz();
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glm::vec3 c = (a.zyx() + b.xyz()) * 0.5f;
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</span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
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glm::vec2 d = glm::normalize(glm::vec2(c.yz()));
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</span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
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a.xyzw() = d.xyxy();
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</span></li><li class="code-line"><span class="code-line-content">
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}
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</span></li></ul><span xmlns="http://www.w3.org/1999/xhtml" class="code-title">Implementation for C++ 11 compilers:</span><ul xmlns="http://www.w3.org/1999/xhtml" class="code-list"><li class="code-line"><span class="code-line-content"><span class="comment">// To declare before including glm.hpp, to use the swizzle operators</span></span></li><li class="code-line"><span class="code-line-content"><span class="keyword">#define </span> GLM_SWIZZLE
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</span></li><li class="code-line"><span class="code-line-content"><span class="keyword">#include </span><span class="string"><glm/glm.hpp></span></span></li><li class="code-line"><span class="code-line-content" /></li><li class="code-line"><span class="code-line-content"><span class="keyword">void</span> example_cpp98()
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</span></li><li class="code-line"><span class="code-line-content">
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{
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</span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
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glm::vec4 a = glm::vec4(2, 0, 0, 0);
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</span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
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glm::vec4 b = glm::vec4(0, 2, 0, 0);
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</span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
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glm::vec3 c = (a.zyx() + b.xyz()) * 0.5f;
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</span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
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glm::vec2 d = glm::normalize(glm::vec2(c.yz));
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</span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
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a.xy = d.xy;
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a.xyzw = d.xyxy;
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</span></li><li class="code-line"><span class="code-line-content">
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}
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</span></li></ul>Download: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.3.0/glm-0.9.3.0.zip/download">GLM 0.9.3.0 (zip)</a><br />Download: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.3.0/glm-0.9.3.0.7z/download">GLM 0.9.3.0 (7z)</a><br />Link: <a href="https://sourceforge.net/apps/trac/ogl-math/newticket">Submit a bug report</a><br />Link: <a href="http://glm.g-truc.net/glm-0.9.3.pdf">GLM 0.9.3 Manual</a><br />Link: <a href="http://glm.g-truc.net/api-0.9.3/index.html">GLM 0.9.3 API</a><br /></div><br /></div><div><h3>12/12/2011 - GLM 0.9.3 beta released</h3><div><p>
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