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GLM 0.9.0.0 Released

Published: May 26, 2010. Last Update: May 30, 2010.

The new version of GLM , OpenGL Mathematics, math library written in C + + for 3D software based on specifications GLSL (OpenGL Shading Language.) GLM is written as a library platform independent, is released under the MIT license and is available for all versions of GCC, starting with version 3.4 and Visual Studio since version 8.0.
GLM is still dependent on the OpenGL API, you can use GLM with OpenGL, but also in the production of software rendering (raytracing, Rasterisation) for image processing (image processing), etc..
You can download the new version of GLM to this Page. The GLM manual in pdf format is available at this address. The API documentation is available on this page. Examples are available on this page.

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  / / Glm:: vec3, glm:: vec4, glm: ivec4, glm: mat4
 # Include <glm/glm.hpp>
 / / Glm:: perspective
 <glm/gtc/matrix_projection.hpp> # Include
 / / Glm:: translate, glm:: rotate, glm:: scale
 # Include <glm/gtc/matrix_transform.hpp>
 / / Glm: value_ptr
 # Include <glm/gtc/type_ptr.hpp>

 (
   Projection = glm :: perspective ( 45.0f , 4.0f / 3.0f , 0.1f , 100. f ) ; glm: glm mat4 = Projection:: perspective (45.0f, 4.0f / 3.0f, 0.1f, 100. f);
   ViewTranslate = glm :: translate ( glm :: mat4 ( 1.0f ) , glm :: vec3 ( 0.0f , 0.0f , - Translate ) ) ; glm: glm mat4 ViewTranslate =:: translate (GLM: mat4 (1.0F), glm:: vec3 (0.0f, 0.0f, - Translate));
   ViewRotateX = glm :: rotate ( ViewTranslate, Rotate. y , glm :: vec3 ( - 1.0f , 0.0f , 0.0f ) ) ; glm: glm mat4 ViewRotateX =:: rotate (ViewTranslate, Rotate. y, glm:: vec3 (- 1.0F, 0.0f, 0.0f));
   View = glm :: rotate ( ViewRotateX, Rotate. x , glm :: vec3 ( 0.0f , 1.0f , 0.0f ) ) ; glm: glm mat4 = View:: rotate (ViewRotateX, Rotate. x, glm:: vec3 (0.0f, 1.0F, 0.0f));
   Model = glm :: scale ( glm :: mat4 ( 1.0f ) , glm :: vec3 ( 0.5f ) ) ; glm: glm mat4 = Model:: scale (GLM: mat4 (1.0F), glm:: vec3 (0.5f));
   MVP = Projection * View * Model ; GLM: mat4 MVP = * View * Projection Model;

   , GL_FALSE, glm :: value_ptr ( MVP ) ) ; glUniformMatrix4fv (LocationMVP, 1, GL_FALSE, glm: value_ptr (MVP));
 ) 
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Posted in Category C / C + + , Game Programming , OpenGL , Programming , Software .
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