Platformer in OpenGL
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#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtc/constants.hpp>
#include <glm/ext/vector_relational.hpp>
#include <glm/glm.hpp>
#if GLM_HAS_TEMPLATE_ALIASES && !(GLM_COMPILER & GLM_COMPILER_GCC)
#include <glm/gtx/scalar_multiplication.hpp>
int main()
{
int Error(0);
glm::vec3 v(0.5, 3.1, -9.1);
Error += glm::all(glm::equal(v, 1.0 * v, glm::epsilon<float>())) ? 0 : 1;
Error += glm::all(glm::equal(v, 1 * v, glm::epsilon<float>())) ? 0 : 1;
Error += glm::all(glm::equal(v, 1u * v, glm::epsilon<float>())) ? 0 : 1;
glm::mat3 m(1, 2, 3, 4, 5, 6, 7, 8, 9);
glm::vec3 w = 0.5f * m * v;
Error += glm::all(glm::equal((m*v)/2, w, glm::epsilon<float>())) ? 0 : 1;
Error += glm::all(glm::equal(m*(v/2), w, glm::epsilon<float>())) ? 0 : 1;
Error += glm::all(glm::equal((m/2)*v, w, glm::epsilon<float>())) ? 0 : 1;
Error += glm::all(glm::equal((0.5*m)*v, w, glm::epsilon<float>())) ? 0 : 1;
Error += glm::all(glm::equal(0.5*(m*v), w, glm::epsilon<float>())) ? 0 : 1;
return Error;
}
#else
int main()
{
return 0;
}
#endif