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glm/glm.hpp
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glm/glm.hpp
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@ -25,60 +25,60 @@
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/// @date 2005-01-14 / 2011-05-16
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/// @author Christophe Riccio
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///
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/// \defgroup core GLM Core
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/// @defgroup core GLM Core
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///
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/// \brief The core of GLM, which implements exactly and only the GLSL specification to the degree possible.
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/// @brief The core of GLM, which implements exactly and only the GLSL specification to the degree possible.
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///
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/// The GLM core consists of \ref core_types "C++ types that mirror GLSL types",
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/// \ref core_funcs "C++ functions that mirror the GLSL functions". It also includes
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/// \ref core_precision "a set of precision-based types" that can be used in the appropriate
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/// functions. The C++ types are all based on a basic set of \ref core_template "template types".
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/// The GLM core consists of @ref core_types "C++ types that mirror GLSL types",
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/// @ref core_funcs "C++ functions that mirror the GLSL functions". It also includes
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/// @ref core_precision "a set of precision-based types" that can be used in the appropriate
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/// functions. The C++ types are all based on a basic set of @ref core_template "template types".
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///
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/// The best documentation for GLM Core is the current GLSL specification,
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/// <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.10.6.clean.pdf">version 4.1
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/// (pdf file)</a>.
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/// There are a few \ref pg_differences "differences" between GLM core and GLSL.
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/// There are a few @ref pg_differences "differences" between GLM core and GLSL.
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///
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/// GLM core functionnalities requires <glm/glm.hpp> to be included to be used.
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///
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/// \defgroup core_types Types
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/// @defgroup core_types Types
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///
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/// \brief The standard types defined by the specification.
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/// @brief The standard types defined by the specification.
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///
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/// These types are all typedefs of more generalized, template types. To see the definiton
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/// of these template types, go to \ref core_template.
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/// of these template types, go to @ref core_template.
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///
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/// \ingroup core
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/// @ingroup core
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///
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/// \defgroup core_precision Precision types
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/// @defgroup core_precision Precision types
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///
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/// \brief Non-GLSL types that are used to define precision-based types.
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/// @brief Non-GLSL types that are used to define precision-based types.
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///
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/// The GLSL language allows the user to define the precision of a particular variable.
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/// In OpenGL's GLSL, these precision qualifiers have no effect; they are there for compatibility
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/// with OpenGL ES's precision qualifiers, where they \em do have an effect.
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/// with OpenGL ES's precision qualifiers, where they @em do have an effect.
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///
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/// C++ has no language equivalent to precision qualifiers. So GLM provides the next-best thing:
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/// a number of typedefs of the \ref core_template that use a particular precision.
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/// a number of typedefs of the @ref core_template that use a particular precision.
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///
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/// None of these types make any guarantees about the actual precision used.
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///
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/// \ingroup core
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/// @ingroup core
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///
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/// \defgroup core_template Template types
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/// @defgroup core_template Template types
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///
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/// \brief The generic template types used as the basis for the core types.
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/// @brief The generic template types used as the basis for the core types.
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///
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/// These types are all templates used to define the actual \ref core_types.
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/// These types are all templates used to define the actual @ref core_types.
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/// These templetes are implementation details of GLM types and should not be used explicitly.
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///
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/// \ingroup core
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/// @ingroup core
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///
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/// \defgroup core_funcs Functions
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/// @defgroup core_funcs Functions
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///
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/// \brief The functions defined by the specification.
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/// @brief The functions defined by the specification.
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///
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/// \ingroup core
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/// @ingroup core
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///////////////////////////////////////////////////////////////////////////////////
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#include "core/_fixes.hpp"
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@ -60,10 +60,10 @@ namespace glm
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/// Builds a translation 4 * 4 matrix created from a vector of 3 components.
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/// @see - gtc_matrix_transform
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/// @see - gtx_transform:
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/// - @link translate(T x, T y, T z) translate(T x, T y, T z) @endlink
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/// - @link translate(detail::tmat4x4<T> const & m, T x, T y, T z) translate(mat4x4<T> const & m, T x, T y, T z) @endlink
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/// - @link translate(detail::tvec3<T> const & v) translate(vec3<T> const & v) @endlink
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/// @see - gtx_transform
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// - @ref template <typename T> detail::tmat4x4<T> translate(T x, T y, T z)
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// - @ref template <typename T> detail::tmat4x4<T> translate(detail::tmat4x4<T> const & m, T x, T y, T z)
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// - @ref template <typename T> detail::tmat4x4<T> translate(detail::tvec3<T> const & v)
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template <typename T>
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detail::tmat4x4<T> translate(
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detail::tmat4x4<T> const & m,
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/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees.
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/// @see - gtc_matrix_transform
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/// @see - gtx_transform:
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/// - @link rotate(T angle, T x, T y, T z) rotate(T const & angle, T const & x, T const & y, T const & z) @endlink
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/// - @link rotate(detail::tmat4x4<T> const & m, T angle, T x, T y, T z) rotate(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
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/// - @link rotate(T angle, detail::tvec3<T> const & v) rotate(T const & angle, vec3<T> const & v) @endlink
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/// @see - gtx_transform
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// - @link glm::rotate(T angle, T x, T y, T z) rotate(T const & angle, T const & x, T const & y, T const & z) @endlink
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// - @link glm::rotate(detail::tmat4x4<T> const & m, T angle, T x, T y, T z) rotate(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
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// - @link glm::rotate(T angle, detail::tvec3<T> const & v) rotate(T const & angle, vec3<T> const & v) @endlink
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template <typename T>
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detail::tmat4x4<T> rotate(
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detail::tmat4x4<T> const & m,
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/// Builds a scale 4 * 4 matrix created from 3 scalars.
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/// @see - gtc_matrix_transform
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/// @see - gtx_transform:
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/// - @link scale(T x, T y, T z) scale(T const & x, T const & y, T const & z) @endlink
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/// - @link scale(detail::tmat4x4<T> const & m, T x, T y, T z) scale(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
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/// - @link scale(detail::tvec3<T> const & v) scale(vec3<T> const & v) @endlink
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/// @see - gtx_transform
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// - @link scale(T x, T y, T z) scale(T const & x, T const & y, T const & z) @endlink
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// - @link scale(detail::tmat4x4<T> const & m, T x, T y, T z) scale(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
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// - @link scale(detail::tvec3<T> const & v) scale(vec3<T> const & v) @endlink
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template <typename T>
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detail::tmat4x4<T> scale(
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detail::tmat4x4<T> const & m,
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detail::tvec3<T> const & v);
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/// Creates a matrix for an orthographic parallel viewing volume.
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/// @see - gtc_matrix_transform:
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/// - @link glm::ortho(T const & left, T const & right, T const & bottom, T const & top) ortho(T const & left, T const & right, T const & bottom, T const & top) @endlink
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/// @see - gtc_matrix_transform
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// - @link glm::ortho(T const & left, T const & right, T const & bottom, T const & top) ortho(T const & left, T const & right, T const & bottom, T const & top) @endlink
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template <typename T>
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detail::tmat4x4<T> ortho(
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T const & left,
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T const & zFar);
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/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
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/// @see - gtc_matrix_transform:
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/// - @link glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) @endlink
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/// @see - gtc_matrix_transform
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// - @link glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) @endlink
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template <typename T>
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detail::tmat4x4<T> ortho(
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T const & left,
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detail::tvec4<U> const & viewport);
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/// Build a look at view matrix.
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/// @see - gtc_matrix_transform:
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/// - @link frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) @endlink
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/// @see - gtc_matrix_transform
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// - @link frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) @endlink
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/// @param eye Position of the camera
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/// @param center Position where the camera is looking at
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/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
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@ -56,14 +56,14 @@ namespace glm
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//! Builds a translation 4 * 4 matrix created from 3 scalars.
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//! - From \link gtx_transform GLM_GTX_transform \endlink extension
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//! - See also: \link glm::translate GLM_GTC_matrix_transform \endlink
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// - See also: \link glm::translate GLM_GTC_matrix_transform \endlink
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template <typename T>
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detail::tmat4x4<T> translate(
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T x, T y, T z);
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//! Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars.
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//! - From \link gtx_transform GLM_GTX_transform \endlink extension
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//! - See also: \link glm::translate GLM_GTC_matrix_transform \endlink
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// - See also: \link glm::translate GLM_GTC_matrix_transform \endlink
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template <typename T>
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detail::tmat4x4<T> translate(
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detail::tmat4x4<T> const & m,
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//! Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars.
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//! - From \link gtx_transform GLM_GTX_transform \endlink extension
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//! - See also: \link glm::translate GLM_GTC_matrix_transform \endlink
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// - See also: \link glm::translate GLM_GTC_matrix_transform \endlink
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template <typename T>
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detail::tmat4x4<T> translate(
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detail::tvec3<T> const & v);
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//! Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in degrees.
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//! - From \link gtx_transform GLM_GTX_transform \endlink extension
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//! - See also: \link glm::rotate GLM_GTC_matrix_transform \endlink
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// - See also: \link glm::rotate GLM_GTC_matrix_transform \endlink
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template <typename T>
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detail::tmat4x4<T> rotate(
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T angle,
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//! Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in degrees.
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//! - From \link gtx_transform GLM_GTX_transform \endlink extension
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//! - See also: \link glm::rotate GLM_GTC_matrix_transform \endlink
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// - See also: \link glm::rotate GLM_GTC_matrix_transform \endlink
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template <typename T>
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detail::tmat4x4<T> rotate(
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T angle,
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//! Transforms a matrix with a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in degrees.
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//! - From \link gtx_transform GLM_GTX_transform \endlink extension
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//! - See also: \link glm::rotate GLM_GTC_matrix_transform \endlink
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// - See also: \link glm::rotate GLM_GTC_matrix_transform \endlink
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template <typename T>
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detail::tmat4x4<T> rotate(
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detail::tmat4x4<T> const & m,
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//! Builds a scale 4 * 4 matrix created from 3 scalars.
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//! - From \link gtx_transform GLM_GTX_transform \endlink extension
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//! - See also: \link glm::scale GLM_GTC_matrix_transform \endlink
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// - See also: \link glm::scale GLM_GTC_matrix_transform \endlink
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template <typename T>
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detail::tmat4x4<T> scale(
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T x, T y, T z);
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//! Transforms a matrix with a scale 4 * 4 matrix created from 3 scalars.
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//! - From \link gtx_transform GLM_GTX_transform \endlink extension
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//! - See also: \link glm::scale GLM_GTC_matrix_transform \endlink
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// - See also: \link glm::scale GLM_GTC_matrix_transform \endlink
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template <typename T>
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detail::tmat4x4<T> scale(
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detail::tmat4x4<T> const & m,
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//! Transforms a matrix with a scale 4 * 4 matrix created from a vector of 3 components.
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//! - From \link gtx_transform GLM_GTX_transform \endlink extension
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//! - See also: \link glm::scale GLM_GTC_matrix_transform \endlink
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// - See also: \link glm::scale GLM_GTC_matrix_transform \endlink
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template <typename T>
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detail::tmat4x4<T> scale(
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detail::tvec3<T> const & v);
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