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Glm::mat4 Projection = glm::perspective(glm:: pi() * 0. Glm::mat4 camera( float Translate, glm::vec2 const& Rotate) # include // glm::translate, glm::rotate, glm::scale Thanks for contributing to the project by submitting pull requests.
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The source code and the documentation are licensed under either the Happy Bunny License (Modified MIT) or the MIT License.
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GLM is written in C++98 but can take advantage of C++11 when supported by the compiler. It is a good candidate for software rendering (raytracing / rasterisation), image processing, physics simulations and any development context that requires a simple and convenient mathematics library.
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This library works perfectly with OpenGL but it also ensures interoperability with other third party libraries and SDK. An extension system, based on the GLSL extension conventions, provides extended capabilities: matrix transformations, quaternions, data packing, random numbers, noise, etc. This project isn't limited to GLSL features. GLM provides classes and functions designed and implemented with the same naming conventions and functionality than GLSL so that anyone who knows GLSL, can use GLM as well in C++. OpenGL Mathematics ( GLM) is a header only C++ mathematics library for graphics software based on the OpenGL Shading Language (GLSL) specifications.
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