Fixed vector based ULP functions
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2011-04-26
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// Updated : 2011-04-26
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// Licence : This source is under MIT licence
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// File : test/gtx/ulp.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#include <glm/glm.hpp>
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#include <glm/gtx/ulp.hpp>
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#include <iostream>
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int test_ulp_float()
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{
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std::size_t A = ulp(0.01, 0.02);
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std::size_t B = ulp(glm::vec2(0.01), glm::vec2(0.02));
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std::size_t C = ulp(glm::vec3(0.01), glm::vec3(0.02));
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std::size_t D = ulp(glm::vec4(0.01), glm::vec4(0.02));
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std::cout << "glm::ulp test: " << A << std::endl;
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std::cout << "glm::ulp test: " << B << std::endl;
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std::cout << "glm::ulp test: " << C << std::endl;
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std::cout << "glm::ulp test: " << D << std::endl;
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return 0;
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}
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int main()
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{
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test_ulp_float();
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}
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