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OpenGL Mathematics

OpenGL Mathematics (GLM) is a C++ mathematics library for graphics software based on the OpenGL Shading Language (GLSL) specification.

GLM provides classes and functions designed and implemented with the same naming conventions and functionalities than GLSL so that when a programmer knows GLSL, he knows GLM as well which makes it really easy to use.

This project isn't limited by GLSL features. An extension system, based on the GLSL extension conventions, provides extended capabilities: matrix transformations, quaternions, half-based types, random numbers, etc...

This library works perfectly with OpenGL but it also ensures interoperability with other third party libraries and SDK. It is a good candidate for software rendering (Raytracing / Rasterisation), image processing, physic simulations and any context that requires a simple and convenient mathematics library.

GLM is written as a platform independent library with no dependence and officially supports the following compilers: 1. Clang 2.0 and higher 2. CUDA 3.0 and higher 3. GCC 3.4 and higher 4. LLVM 2.3 through GCC 4.2 front-end and higher 5. Visual Studio 2005 and higher

Note:
  The Doxygen-generated documentation will often state that a type or function is defined in a namespace that is a child of the glm namespace. Please ignore this; All publicly available types and functions can be accessed as a direct children of the glm namespace.

The source code is licenced under the MIT licence.

Thanks for contributing to the project by submitting tickets for bug reports and feature requests. (SF.net account required). Any feedback is welcome at glm@g-truc.net.

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- Differences between GLSL and GLM core
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