Platformer in OpenGL
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<a href="#groups">Modules</a> &#124;
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<div class="title">Core features</div> </div>
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Modules</h2></td></tr>
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Typedefs</h2></td></tr>
<tr class="memitem:ga2c27aea32de57d58aec8e92d5d2181e2"><td class="memItemLeft" align="right" valign="top">typedef mat&lt; 3, 2, float, defaultp &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00698.html#ga2c27aea32de57d58aec8e92d5d2181e2">mat3x2</a></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<p>Features that implement in C++ the GLSL specification as closely as possible. </p>
<p>The GLM core consists of C++ types that mirror GLSL types and C++ functions that mirror the GLSL functions.</p>
<p>The best documentation for GLM Core is the current GLSL specification, <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.clean.pdf">version 4.2 (pdf file)</a>.</p>
<p>GLM core functionalities require &lt;<a class="el" href="a00386.html" title="Core features ">glm/glm.hpp</a>&gt; to be included to be used. </p>
<h2 class="groupheader">Typedef Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#ga2c27aea32de57d58aec8e92d5d2181e2">&#9670;&nbsp;</a></span>mat3x2</h2>
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<td class="memname">typedef mat&lt; 3, 2, <a class="el" href="a00721.html#gabe6a542dd6c1d5ffd847f1b9b4c9c9b7">f32</a>, defaultp &gt; <a class="el" href="a00698.html#ga2c27aea32de57d58aec8e92d5d2181e2">mat3x2</a></td>
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<p>3 columns of 2 components matrix of single-precision floating-point numbers. </p>
<dl class="section see"><dt>See also</dt><dd><a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a> </dd></dl>
<p class="definition">Definition at line <a class="el" href="a00158_source.html#l00015">15</a> of file <a class="el" href="a00158_source.html">matrix_float3x2.hpp</a>.</p>
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