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-rw-r--r--external/include/glm/detail/dummy.cpp39
1 files changed, 9 insertions, 30 deletions
diff --git a/external/include/glm/detail/dummy.cpp b/external/include/glm/detail/dummy.cpp
index a519a6d..01e4ba8 100644
--- a/external/include/glm/detail/dummy.cpp
+++ b/external/include/glm/detail/dummy.cpp
@@ -1,7 +1,7 @@
/// @ref core
/// @file glm/core/dummy.cpp
///
-/// GLM is a header only library. There is nothing to compile.
+/// GLM is a header only library. There is nothing to compile.
/// dummy.cpp exist only a wordaround for CMake file.
/*
@@ -44,9 +44,9 @@ struct light
glm::vec3 computeNormal
(
- glm::vec3 const & a,
- glm::vec3 const & b,
- glm::vec3 const & c
+ glm::vec3 const& a,
+ glm::vec3 const& b,
+ glm::vec3 const& c
)
{
return glm::normalize(glm::cross(c - a, b - a));
@@ -62,7 +62,7 @@ void glUniformMatrix4fv(GLuint, int, int, float*){}
#include <glm/mat4x4.hpp> // glm::mat4
#include <glm/gtc/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale, glm::perspective
#include <glm/gtc/type_ptr.hpp> // glm::value_ptr
-void func(GLuint LocationMVP, float Translate, glm::vec2 const & Rotate)
+void func(GLuint LocationMVP, float Translate, glm::vec2 const& Rotate)
{
glm::mat4 Projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.f);
glm::mat4 ViewTranslate = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -Translate));
@@ -132,10 +132,10 @@ struct intersection
#include <glm/gtc/random.hpp>// glm::vecRand3
glm::vec3 lighting
(
- intersection const & Intersection,
- material const & Material,
- light const & Light,
- glm::vec3 const & View
+ intersection const& Intersection,
+ material const& Material,
+ light const& Light,
+ glm::vec3 const& View
)
{
glm::vec3 Color(0.0f);
@@ -165,27 +165,6 @@ glm::vec3 lighting
}
*/
-/*
-template <typename T, glm::precision P, template<typename, glm::precision> class vecType>
-T normalizeDotA(vecType<T, P> const & x, vecType<T, P> const & y)
-{
- return glm::dot(x, y) * glm::inversesqrt(glm::dot(x, x) * glm::dot(y, y));
-}
-
-#define GLM_TEMPLATE_GENTYPE typename T, glm::precision P, template<typename, glm::precision> class
-
-template <GLM_TEMPLATE_GENTYPE vecType>
-T normalizeDotB(vecType<T, P> const & x, vecType<T, P> const & y)
-{
- return glm::dot(x, y) * glm::inversesqrt(glm::dot(x, x) * glm::dot(y, y));
-}
-
-template <typename vecType>
-typename vecType::value_type normalizeDotC(vecType const & a, vecType const & b)
-{
- return glm::dot(a, b) * glm::inversesqrt(glm::dot(a, a) * glm::dot(b, b));
-}
-*/
int main()
{
/*