Fix typos.

This commit is contained in:
Bruce Mitchener
2024-02-08 15:12:30 +07:00
parent a8685ed6ab
commit e4419c4f18
66 changed files with 261 additions and 263 deletions

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@@ -89,7 +89,7 @@ Functions documentation
Parameters:
| *[in]* **aabb** bounding box
| *[in]* **cropAabb** crop box
| *[in]* **clampAabb** miniumum box
| *[in]* **clampAabb** minimum box
| *[out]* **dest** cropped bounding box
.. c:function:: void glm_aabb2d_invalidate(vec2 aabb[2])

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@@ -3,7 +3,7 @@
3D Affine Transforms (common)
================================================================================
Common transfrom functions.
Common transform functions.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -30,7 +30,7 @@ Functions documentation
creates NEW translate transform matrix by *v* vector.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_scale_to(mat4 m, vec3 v, mat4 dest)
@@ -38,7 +38,7 @@ Functions documentation
scale existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **v** scale vector [x, y, z]
| *[out]* **dest** scaled matrix
@@ -47,7 +47,7 @@ Functions documentation
creates NEW scale matrix by v vector
Parameters:
| *[out]* **m** affine transfrom
| *[out]* **m** affine transform
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale(mat4 m, vec3 v)
@@ -56,7 +56,7 @@ Functions documentation
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale_uni(mat4 m, float s)
@@ -65,7 +65,7 @@ Functions documentation
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** scale factor
.. c:function:: void glm_rotate_make(mat4 m, float angle, vec3 axis)
@@ -74,7 +74,7 @@ Functions documentation
axis will be normalized so you don't need to normalize it
Parameters:
| *[out]* **m** affine transfrom
| *[out]* **m** affine transform
| *[in]* **axis** angle (radians)
| *[in]* **axis** axis
@@ -86,7 +86,7 @@ Functions documentation
| this should work faster than glm_rotate_at because it reduces one glm_translate.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
@@ -123,7 +123,7 @@ Functions documentation
DON'T pass projected matrix here
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[out]* **t** translation vector
| *[out]* **r** rotation matrix (mat4)
| *[out]* **s** scaling vector [X, Y, Z]

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@@ -25,7 +25,7 @@ You cannot use :c:func:`glm_mul` anymore.
Same is also true for :c:func:`glm_inv_tr` if you only have rotation and
translation then it will work as expected, otherwise you cannot use that.
In the future it may accept scale factors too but currectly it does not.
In the future it may accept scale factors too but currently it does not.
Table of contents (click func go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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@@ -3,10 +3,8 @@
3D Affine Transforms (post)
================================================================================
Post transfrom functions are similar to pre transform functions except order of application is reversed.
Post transform functions are applied after the object is transformed with given (model matrix) transfrom.
Ther are named af
Post transform functions are similar to pre transform functions except order of application is reversed.
Post transform functions are applied after the object is transformed with given (model matrix) transform.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -33,7 +31,7 @@ Functions documentation
translate existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **v** translate vector [x, y, z]
| *[out]* **dest** translated matrix
@@ -43,7 +41,7 @@ Functions documentation
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_translated_x(mat4 m, float x)
@@ -51,7 +49,7 @@ Functions documentation
translate existing transform matrix by x factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** x factor
.. c:function:: void glm_translated_y(mat4 m, float y)
@@ -59,7 +57,7 @@ Functions documentation
translate existing transform matrix by *y* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** y factor
.. c:function:: void glm_translated_z(mat4 m, float z)
@@ -67,7 +65,7 @@ Functions documentation
translate existing transform matrix by *z* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** z factor
.. c:function:: void glm_rotated_x(mat4 m, float angle, mat4 dest)
@@ -76,7 +74,7 @@ Functions documentation
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
@@ -86,7 +84,7 @@ Functions documentation
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
@@ -96,7 +94,7 @@ Functions documentation
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
@@ -105,7 +103,7 @@ Functions documentation
rotate existing transform matrix around Z axis by angle and axis
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
@@ -114,7 +112,7 @@ Functions documentation
rotate existing transform around given axis by angle at given pivot point (rotation center)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
@@ -124,6 +122,6 @@ Functions documentation
| rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis

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@@ -3,7 +3,7 @@
3D Affine Transforms (pre)
================================================================================
Pre transfrom functions which are regular transfrom functions.
Pre transform functions which are regular transform functions.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -41,7 +41,7 @@ Functions documentation
translate existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **v** translate vector [x, y, z]
| *[out]* **dest** translated matrix
@@ -51,7 +51,7 @@ Functions documentation
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_translate_x(mat4 m, float x)
@@ -59,7 +59,7 @@ Functions documentation
translate existing transform matrix by x factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** x factor
.. c:function:: void glm_translate_y(mat4 m, float y)
@@ -67,7 +67,7 @@ Functions documentation
translate existing transform matrix by *y* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** y factor
.. c:function:: void glm_translate_z(mat4 m, float z)
@@ -75,7 +75,7 @@ Functions documentation
translate existing transform matrix by *z* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** z factor
.. c:function:: void glm_translate_make(mat4 m, vec3 v)
@@ -83,7 +83,7 @@ Functions documentation
creates NEW translate transform matrix by *v* vector.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_scale_to(mat4 m, vec3 v, mat4 dest)
@@ -91,7 +91,7 @@ Functions documentation
scale existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **v** scale vector [x, y, z]
| *[out]* **dest** scaled matrix
@@ -100,7 +100,7 @@ Functions documentation
creates NEW scale matrix by v vector
Parameters:
| *[out]* **m** affine transfrom
| *[out]* **m** affine transform
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale(mat4 m, vec3 v)
@@ -109,7 +109,7 @@ Functions documentation
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale_uni(mat4 m, float s)
@@ -118,7 +118,7 @@ Functions documentation
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** scale factor
.. c:function:: void glm_rotate_x(mat4 m, float angle, mat4 dest)
@@ -127,7 +127,7 @@ Functions documentation
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
@@ -137,7 +137,7 @@ Functions documentation
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
@@ -147,7 +147,7 @@ Functions documentation
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
@@ -157,7 +157,7 @@ Functions documentation
axis will be normalized so you don't need to normalize it
Parameters:
| *[out]* **m** affine transfrom
| *[out]* **m** affine transform
| *[in]* **axis** angle (radians)
| *[in]* **axis** axis
@@ -166,7 +166,7 @@ Functions documentation
rotate existing transform matrix around Z axis by angle and axis
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
@@ -175,7 +175,7 @@ Functions documentation
rotate existing transform around given axis by angle at given pivot point (rotation center)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
@@ -188,7 +188,7 @@ Functions documentation
| this should work faster than glm_rotate_at because it reduces one glm_translate.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
@@ -225,7 +225,7 @@ Functions documentation
DON'T pass projected matrix here
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[out]* **t** translation vector
| *[out]* **r** rotation matrix (mat4)
| *[out]* **s** scaling vector [X, Y, Z]
@@ -235,6 +235,6 @@ Functions documentation
| rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis

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@@ -13,7 +13,7 @@ Post functions (`T' = T * Tnew`) are like `glm_translated`, `glm_rotated` which
`glm_translate`, `glm_rotate` are pre functions and are similar to C++ **glm** which you are familiar with.
In new versions of **cglm** we added `glm_translated`, `glm_rotated`... which are post functions,
they are useful in some cases, e.g. append transform to existing transform (apply/append transform as last transfrom T' = T * Tnew).
they are useful in some cases, e.g. append transform to existing transform (apply/append transform as last transform T' = T * Tnew).
Post functions are named after pre functions with `ed` suffix, e.g. `glm_translate` -> `glm_translated`. So don't mix them up.
@@ -24,7 +24,7 @@ a matrix for you. You don't need to pass identity matrix.
But other functions expect you have a matrix and you want to transform them. If
you didn't have any existing matrix you have to initialize matrix to identity
before sending to transfrom functions.
before sending to transform functions.
There are also functions to decompose transform matrix. These functions can't
decompose matrix after projected.
@@ -35,7 +35,7 @@ Rotation Center
Rotating functions uses origin as rotation center (pivot/anchor point),
since scale factors are stored in rotation matrix, same may also true for scalling.
cglm provides some functions for rotating around at given point e.g.
**glm_rotate_at**, **glm_quat_rotate_at**. Use them or follow next section for algorihm ("Rotate or Scale around specific Point (Pivot Point / Anchor Point)").
**glm_rotate_at**, **glm_quat_rotate_at**. Use them or follow next section for algorithm ("Rotate or Scale around specific Point (Pivot Point / Anchor Point)").
Also **cglm** provides :c:func:`glm_spin` and :c:func:`glm_spinned` functions to rotate around itself. No need to give pivot.
These functions are useful for rotating around center of object.
@@ -43,7 +43,7 @@ These functions are useful for rotating around center of object.
Rotate or Scale around specific Point (Anchor Point)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you want to rotate model around arbibtrary point follow these steps:
If you want to rotate model around arbitrary point follow these steps:
1. Move model from pivot point to origin: **translate(-pivot.x, -pivot.y, -pivot.z)**
2. Apply rotation (or scaling maybe)
@@ -82,11 +82,11 @@ helpers functions works like this (cglm provides reverse order as `ed` suffix e.
.. code-block:: c
:linenos:
TransformMatrix = TransformMatrix * TraslateMatrix; // glm_translate()
TransformMatrix = TransformMatrix * TranslateMatrix; // glm_translate()
TransformMatrix = TransformMatrix * RotateMatrix; // glm_rotate(), glm_quat_rotate()
TransformMatrix = TransformMatrix * ScaleMatrix; // glm_scale()
As you can see it is multipled as right matrix. For instance what will happen if you call `glm_translate` twice?
As you can see it is multiplied as right matrix. For instance what will happen if you call `glm_translate` twice?
.. code-block:: c
:linenos:

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@@ -14,7 +14,7 @@ a matrix for you. You don't need to pass identity matrix.
But other functions expect you have a matrix and you want to transform them. If
you didn't have any existing matrix you have to initialize matrix to identity
before sending to transfrom functions.
before sending to transform functions.
Transforms Order
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -45,7 +45,7 @@ Functions:
translate existing 2d transform matrix by *v* vector and stores result in same matrix
Parameters:
| *[in, out]* **m** 2d affine transfrom
| *[in, out]* **m** 2d affine transform
| *[in]* **v** translate vector [x, y]
.. c:function:: void glm_translate2d_to(mat3 m, vec2 v, mat3 dest)
@@ -53,7 +53,7 @@ Functions:
translate existing 2d transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** 2d affine transfrom
| *[in]* **m** 2d affine transform
| *[in]* **v** translate vector [x, y]
| *[out]* **dest** translated matrix
@@ -62,7 +62,7 @@ Functions:
translate existing 2d transform matrix by x factor
Parameters:
| *[in, out]* **m** 2d affine transfrom
| *[in, out]* **m** 2d affine transform
| *[in]* **x** x factor
.. c:function:: void glm_translate2d_y(mat3 m, float y)
@@ -70,7 +70,7 @@ Functions:
translate existing 2d transform matrix by y factor
Parameters:
| *[in, out]* **m** 2d affine transfrom
| *[in, out]* **m** 2d affine transform
| *[in]* **y** y factor
.. c:function:: void glm_translate2d_make(mat3 m, vec2 v)
@@ -78,7 +78,7 @@ Functions:
creates NEW translate 2d transform matrix by *v* vector
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** translate vector [x, y]
.. c:function:: void glm_scale2d_to(mat3 m, vec2 v, mat3 dest)
@@ -86,7 +86,7 @@ Functions:
scale existing 2d transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **v** scale vector [x, y]
| *[out]* **dest** scaled matrix
@@ -95,7 +95,7 @@ Functions:
creates NEW 2d scale matrix by *v* vector
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** scale vector [x, y]
.. c:function:: void glm_scale2d(mat3 m, vec2 v)
@@ -103,7 +103,7 @@ Functions:
scales existing 2d transform matrix by *v* vector and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** translate vector [x, y]
.. c:function:: void glm_scale2d_uni(mat3 m, float s)
@@ -111,7 +111,7 @@ Functions:
applies uniform scale to existing 2d transform matrix v = [s, s] and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **s** scale factor
.. c:function:: void glm_rotate2d_make(mat3 m, float angle)
@@ -119,7 +119,7 @@ Functions:
creates NEW rotation matrix by angle around *Z* axis
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **angle** angle (radians)
.. c:function:: void glm_rotate2d(mat3 m, float angle)
@@ -127,7 +127,7 @@ Functions:
rotate existing 2d transform matrix around *Z* axis by angle and store result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **angle** angle (radians)
.. c:function:: void glm_rotate2d_to(mat3 m, float angle, mat3 dest)
@@ -135,6 +135,6 @@ Functions:
rotate existing 2d transform matrix around *Z* axis by angle and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix

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@@ -10,7 +10,7 @@ Also struct api `s` suffix to namespace e.g. `glms_vec3_add`, `glms_mat4_mul` et
By starting v0.9.0, struct api namespace is configurable. We can omit **glms_** namespace or
even change it with custom name to move existing api integrations to **cglm** more easliy...
We can also add **s** to functin names if we want e.g. `glms_vec3_add()` -> `vec3_add()` or `vec3s_add()`.
We can also add **s** to function names if we want e.g. `glms_vec3_add()` -> `vec3_add()` or `vec3s_add()`.
By including **cglm/struct.h** header you will include all struct api. It will also include **cglm/cglm.h** too.
Since struct apis are inline you don't need to build or link *cglm* against

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@@ -82,7 +82,7 @@ Functions documentation
Parameters:
| *[in]* **box** bounding box
| *[in]* **cropBox** crop box
| *[in]* **clampBox** miniumum box
| *[in]* **clampBox** minimum box
| *[out]* **dest** cropped bounding box
.. c:function:: bool glm_aabb_frustum(vec3 box[2], vec4 planes[6])

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@@ -3,17 +3,17 @@
precompiled functions (call)
================================================================================
All funcitons in **glm_** namespace are forced to **inline**.
All functions in **glm_** namespace are forced to **inline**.
Most functions also have pre-compiled version.
Precompiled versions are in **glmc_** namespace. *c* in the namespace stands for
"call".
Since precompiled functions are just wrapper for inline verisons,
Since precompiled functions are just wrapper for inline versions,
these functions are not documented individually.
It would be duplicate documentation also it
would be hard to sync documentation between inline and call verison for me.
would be hard to sync documentation between inline and call version for me.
By including **clgm/cglm.h** you include all inline verisons. To get precompiled
By including **clgm/cglm.h** you include all inline versions. To get precompiled
versions you need to include **cglm/call.h** header it also includes all
call versions plus *clgm/cglm.h* (inline verisons)
call versions plus *clgm/cglm.h* (inline versions)

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@@ -250,7 +250,7 @@ Functions documentation
.. c:function:: void glm_persp_decomp_y(mat4 proj, float *top, float *bottom)
| decomposes top and bottom values of perspective projection.
| y stands for y axis (top / botom axis)
| y stands for y axis (top / bottom axis)
Parameters:
| *[in]* **proj** perspective projection matrix

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@@ -2,7 +2,7 @@ Features
================================================================================
* **scalar** and **simd** (sse, avx, neon, wasm...) optimizations
* option to use different clipspaces e.g. Left Handed, Zero-to-One... (currrently right handed negative-one is default)
* option to use different clipspaces e.g. Left Handed, Zero-to-One... (currently right handed negative-one is default)
* array api and struct api, you can use arrays or structs.
* general purpose matrix operations (mat4, mat3)
* chain matrix multiplication (square only)

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@@ -11,9 +11,9 @@ not **vec3**. If you want to store them to save space you msut convert them
yourself.
**vec4** is used to speed up functions need to corners. This is why frustum
fucntions use *vec4* instead of *vec3*
functions use *vec4* instead of *vec3*
Currenty related-functions use [-1, 1] clip space configuration to extract
Currently related-functions use [-1, 1] clip space configuration to extract
corners but you can override it by prodiving **GLM_CUSTOM_CLIPSPACE** macro.
If you provide it then you have to all bottom macros as *vec4*

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@@ -22,7 +22,7 @@ Types:
typedef CGLM_ALIGN_IF(16) vec4 mat4[4];
#endif
As you can see types don't store extra informations in favor of space.
As you can see types don't store extra information in favor of space.
You can send these values e.g. matrix to OpenGL directly without casting or calling a function like *value_ptr*
Alignment Is Required:
@@ -35,7 +35,7 @@ Alignment Is Required:
| Check :doc:`opt` page for more details
Also alignment is disabled for older msvc verisons as default. Now alignment is only required in Visual Studio 2017 version 15.6+ if CGLM_ALL_UNALIGNED macro is not defined.
Also alignment is disabled for older msvc versions as default. Now alignment is only required in Visual Studio 2017 version 15.6+ if CGLM_ALL_UNALIGNED macro is not defined.
Allocations:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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@@ -29,7 +29,7 @@ Example to print mat4 matrix:
cglm may provide precision parameter in the future
Changes since **v0.7.3**:
* Now mis-alignment of columns are fixed: larger numbers are printed via %g and others are printed via %f. Column withs are calculated before print.
* Now mis-alignment of columns are fixed: larger numbers are printed via %g and others are printed via %f. Column widths are calculated before print.
* Now values are colorful ;)
* Some print improvements
* New options with default values:
@@ -143,5 +143,5 @@ Functions documentation
Parameters:
| *[in]* **vec** aabb (axis-aligned bounding box)
| *[in]* **tag** tag to find it more easly in logs
| *[in]* **tag** tag to find it more easily in logs
| *[in]* **ostream** FILE to write

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@@ -92,7 +92,7 @@ Functions documentation
norm * norm (magnitude) of vector
we can use this func instead of calling norm * norm, because it would call
sqrtf fuction twice but with this func we can avoid func call, maybe this is
sqrtf function twice but with this func we can avoid func call, maybe this is
not good name for this func
Parameters:

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@@ -47,7 +47,7 @@ Functions documentation
.. c:function:: void glm_mat2_identity(mat2 mat)
copy identity mat2 to mat, or makes mat to identiy
copy identity mat2 to mat, or makes mat to identity
Parameters:
| *[out]* **mat** matrix
@@ -94,7 +94,7 @@ Functions documentation
.. c:function:: void glm_mat2_transpose(mat2 m)
tranpose mat2 and store result in same matrix
transpose mat2 and store result in same matrix
Parameters:
| *[in]* **mat** source

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@@ -49,7 +49,7 @@ Functions documentation
.. c:function:: void glm_mat3_identity(mat3 mat)
copy identity mat3 to mat, or makes mat to identiy
copy identity mat3 to mat, or makes mat to identity
Parameters:
| *[out]* **mat** matrix
@@ -96,7 +96,7 @@ Functions documentation
.. c:function:: void glm_mat3_transpose(mat3 m)
tranpose mat3 and store result in same matrix
transpose mat3 and store result in same matrix
Parameters:
| *[in]* **mat** source

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@@ -70,7 +70,7 @@ Functions documentation
.. c:function:: void glm_mat4_identity(mat4 mat)
copy identity mat4 to mat, or makes mat to identiy
copy identity mat4 to mat, or makes mat to identity
Parameters:
| *[out]* **mat** matrix
@@ -214,7 +214,7 @@ Functions documentation
.. c:function:: void glm_mat4_transpose(mat4 m)
tranpose mat4 and store result in same matrix
transpose mat4 and store result in same matrix
Parameters:
| *[in]* **m** source

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@@ -43,14 +43,14 @@ array of matrices:
/* ... */
glUniformMatrix4fv(location, count, GL_FALSE, (float *)matrix);
in this way, passing aray of matrices is same
in this way, passing array of matrices is same
Passing / Uniforming Vectors to OpenGL:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You don't need to do extra thing when passing cglm vectors to OpengL or other APIs.
Because a function like **glUniform4fv** accepts vector as pointer. cglm's vectors
are array of floats. So you can pass it directly ot those functions:
are array of floats. So you can pass it directly to those functions:
.. code-block:: c

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@@ -29,7 +29,7 @@ have to compile cglm with **CGLM_ALL_UNALIGNED** macro.
if you do not know what you are doing. Because a cglm header included
via 'project A' may force types to be aligned and another cglm header
included via 'project B' may not require alignment. In this case
cglm functions will read from and write to **INVALID MEMORY LOCATIONs**.
cglm functions will read from and write to **INVALID MEMORY LOCATIONSNs**.
ALWAYS USE SAME CONFIGURATION / OPTION for **cglm** if you have multiple projects.
@@ -43,7 +43,7 @@ By starting **v0.8.3** cglm provides options to switch between clipspace configu
Clipspace related files are located at `include/cglm/[struct]/clipspace.h` but
these are included in related files like `cam.h`. If you don't want to change your existing
clipspace configuration and want to use different clipspace function like `glm_lookat_zo` or `glm_lookat_lh_zo`...
then you can include individual headers or just define `CGLM_CLIPSPACE_INCLUDE_ALL` which will iclude all headers for you.
then you can include individual headers or just define `CGLM_CLIPSPACE_INCLUDE_ALL` which will include all headers for you.
1. **CGLM_CLIPSPACE_INCLUDE_ALL**
2. **CGLM_FORCE_DEPTH_ZERO_TO_ONE**

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@@ -9,7 +9,7 @@ Header: cglm/sphere.h
Sphere Representation in cglm is *vec4*: **[center.x, center.y, center.z, radii]**
You can call any vec3 function by pasing sphere. Because first three elements
You can call any vec3 function by passing sphere. Because first three elements
defines center of sphere.
Table of contents (click to go):

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@@ -68,14 +68,14 @@ Functions documentation
.. c:function:: void glm_make_rad(float *degm)
| convert exsisting degree to radians. this will override degrees value
| convert existing degree to radians. this will override degrees value
Parameters:
| *[in, out]* **deg** pointer to angle in degrees
.. c:function:: void glm_make_deg(float *rad)
| convert exsisting radians to degree. this will override radians value
| convert existing radians to degree. this will override radians value
Parameters:
| *[in, out]* **rad** pointer to angle in radians

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@@ -117,7 +117,7 @@ Functions documentation
norm * norm (magnitude) of vector
we can use this func instead of calling norm * norm, because it would call
sqrtf fuction twice but with this func we can avoid func call, maybe this is
sqrtf function twice but with this func we can avoid func call, maybe this is
not good name for this func
Parameters:

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@@ -13,7 +13,7 @@ Header: cglm/vec3.h
We mostly use vectors in graphics math, to make writing code faster
and easy to read, some *vec3* functions are aliased in global namespace.
For instance :c:func:`glm_dot` is alias of :c:func:`glm_vec3_dot`,
alias means inline wrapper here. There is no call verison of alias functions
alias means inline wrapper here. There is no call version of alias functions
There are also functions for rotating *vec3* vector. **_m4**, **_m3** prefixes
rotate *vec3* with matrix.
@@ -148,7 +148,7 @@ Functions documentation
norm * norm (magnitude) of vector
we can use this func instead of calling norm * norm, because it would call
sqrtf fuction twice but with this func we can avoid func call, maybe this is
sqrtf function twice but with this func we can avoid func call, maybe this is
not good name for this func
Parameters:
@@ -309,7 +309,7 @@ Functions documentation
.. c:function:: void glm_vec3_flipsign(vec3 v)
**DEPRACATED!**
**DEPRECATED!**
use :c:func:`glm_vec3_negate`
@@ -318,7 +318,7 @@ Functions documentation
.. c:function:: void glm_vec3_flipsign_to(vec3 v, vec3 dest)
**DEPRACATED!**
**DEPRECATED!**
use :c:func:`glm_vec3_negate_to`
@@ -328,7 +328,7 @@ Functions documentation
.. c:function:: void glm_vec3_inv(vec3 v)
**DEPRACATED!**
**DEPRECATED!**
use :c:func:`glm_vec3_negate`
@@ -337,7 +337,7 @@ Functions documentation
.. c:function:: void glm_vec3_inv_to(vec3 v, vec3 dest)
**DEPRACATED!**
**DEPRECATED!**
use :c:func:`glm_vec3_negate_to`
@@ -377,7 +377,7 @@ Functions documentation
.. c:function:: float glm_vec3_angle(vec3 v1, vec3 v2)
angle betwen two vector
angle between two vector
Parameters:
| *[in]* **v1** vector1

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@@ -124,7 +124,7 @@ Functions documentation
norm * norm (magnitude) of vector
we can use this func instead of calling norm * norm, because it would call
sqrtf fuction twice but with this func we can avoid func call, maybe this is
sqrtf function twice but with this func we can avoid func call, maybe this is
not good name for this func
Parameters:
@@ -284,7 +284,7 @@ Functions documentation
.. c:function:: void glm_vec4_flipsign(vec4 v)
**DEPRACATED!**
**DEPRECATED!**
use :c:func:`glm_vec4_negate`
@@ -293,7 +293,7 @@ Functions documentation
.. c:function:: void glm_vec4_flipsign_to(vec4 v, vec4 dest)
**DEPRACATED!**
**DEPRECATED!**
use :c:func:`glm_vec4_negate_to`
@@ -303,7 +303,7 @@ Functions documentation
.. c:function:: void glm_vec4_inv(vec4 v)
**DEPRACATED!**
**DEPRECATED!**
use :c:func:`glm_vec4_negate`
@@ -312,7 +312,7 @@ Functions documentation
.. c:function:: void glm_vec4_inv_to(vec4 v, vec4 dest)
**DEPRACATED!**
**DEPRECATED!**
use :c:func:`glm_vec4_negate_to`