Updated API documentation
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<li class="navelem"><a class="el" href="dir_934f46a345653ef2b3014a1b37a162c1.html">G:</a></li><li class="navelem"><a class="el" href="dir_bf513233250988b6ff3b72f8482c1597.html">Repository</a></li><li class="navelem"><a class="el" href="dir_e217bba5d90990da93f61f0ea8b942dc.html">glm</a></li><li class="navelem"><a class="el" href="dir_a844bf6d5a07b8853f8463b41029861e.html">glm</a></li><li class="navelem"><a class="el" href="dir_61748fa02e1156ca28a06d1638c8a86e.html">core</a></li> </ul>
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<div class="title">_detail.hpp File Reference</div> </div>
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<div class="title">Differences between GLSL and GLM core </div> </div>
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<p><a href="a00002_source.html">Go to the source code of this file.</a></p>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
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<div class="textblock"><p>OpenGL Mathematics (glm.g-truc.net) </p>
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<p>Copyright (c) 2005 - 2012 G-Truc Creation (www.g-truc.net) Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:</p>
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<p>The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.</p>
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<p>THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.</p>
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<p><a class="el" href="a00141.html">GLM Core</a></p>
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<dl class="section date"><dt>Date</dt><dd>2008-07-24 / 2011-06-14 </dd></dl>
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<dl class="section author"><dt>Author</dt><dd>Christophe Riccio </dd></dl>
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<p>Definition in file <a class="el" href="a00002_source.html">_detail.hpp</a>.</p>
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<div class="textblock"><p>GLM comes very close to replicating GLSL, but it is not exact. Here is a list of differences between GLM and GLSL:</p>
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<p class="startli">Precision qualifiers. In GLSL numeric types can have qualifiers that define the precision of that type. While OpenGL's GLSL ignores these qualifiers, OpenGL ES's version of GLSL uses them.</p>
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<p>C++ has no language equivalent to precision qualifiers. Instead, GLM provides a set of typedefs for each kind of precision qualifier and type. These types can be found in <a class="el" href="a00169.html">their own section</a>.</p>
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<p class="endli">Functions that take types tend to be templated on those types, so they can take these qualified types just as well as the regular ones. </p>
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