# Search:

Type: Posts; User: Scotopik

1. ## Thread: GLM math constants

by Scotopik
Replies
13
Views
13,979

### Re: GLM math constants

True, however given PI is a fundamental mathematical constant, and used in graphics programming all the time (at least by me, but I use radians in my math), it struck me as odd that it was absent.
2. ## Thread: GLM math constants

by Scotopik
Replies
13
Views
13,979

### Re: GLM math constants

Excellent.

Thanks and fingers crossed we find some constants in GLM soonish.

Cheers,
Shane
3. ## Thread: GLM math constants

by Scotopik
Replies
13
Views
13,979

### Re: GLM math constants

Well usually M_PI (and crew) are defined in math.h as:

#define M_E 2.71828182845904523536028747135266250 /* e */
#define M_LOG2E 1.44269504088896340735992468100189214 /* log...
4. ## Thread: GLM math constants

by Scotopik
Replies
13
Views
13,979

### GLM math constants

Hi,

I'm new to GLM (what an awesome library btw), and can't find any math constants, which seems odd given its functional coverage.

Specifically I'm looking for just good old M_PI. I see...
5. ## Thread: ST co-ordinate clarification

by Scotopik
Replies
4
Views
2,881

### Re: ST co-ordinate clarification

Ok, cool, this is how I thought it worked. People must be flipping the image on-load.

Thanks for the clarification.
6. ## Thread: ST co-ordinate clarification

by Scotopik
Replies
4
Views
2,881

### Re: ST co-ordinate clarification

Hi,

Fair call on my "top right" comment. I was just trying to be practical, in that it's 0-1 but at the end of the day the interpolator is working on data from memory, hence my question. Point...
7. ## Thread: ST co-ordinate clarification

by Scotopik
Replies
4
Views
2,881

### ST co-ordinate clarification

Hi,

I'm new to OpenGL (experienced D3D), and have a simple quick question I hope to clear up.

OpenGL ST co-ordinates use the Cartesian co-ordinate system, with (0,0) at the bottom left and...
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