global functions
glm::packDouble2x32(...)
double glm::packDouble2x32(const glm::uvec2 &v)
Documentation from code comments
Returns a double-precision value obtained by packing the components of v into a 64-bit value. If an IEEE 754 Inf or NaN is created, it will not signal, and the resulting floating point value is unspecified. Otherwise, the bit- level representation of v is preserved. The first vector component specifies the 32 least significant bits; the second component specifies the 32 most significant bits.
See also: GLSL packDouble2x32 man page
See also: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions
glm::packHalf2x16(...)
glm::uint glm::packHalf2x16(const glm::vec2 &v)
Documentation from code comments
Returns an unsigned integer obtained by converting the components of a two-component floating-point vector to the 16-bit floating-point representation found in the OpenGL Specification, and then packing these two 16- bit integers into a 32-bit unsigned integer. The first vector component specifies the 16 least-significant bits of the result; the second component specifies the 16 most-significant bits.
See also: GLSL packHalf2x16 man page
See also: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions
glm::packSnorm2x16(...)
glm::uint glm::packSnorm2x16(const glm::vec2 &v)
Documentation from code comments
First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values. Then, the results are packed into the returned 32-bit unsigned integer.
The conversion for component c of v to fixed point is done as follows: packSnorm2x16: round(clamp(v, -1, +1) * 32767.0)
The first component of the vector will be written to the least significant bits of the output; the last component will be written to the most significant bits.
See also: GLSL packSnorm2x16 man page
See also: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions
glm::packSnorm4x8(...)
glm::uint glm::packSnorm4x8(const glm::vec4 &v)
Documentation from code comments
First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values. Then, the results are packed into the returned 32-bit unsigned integer.
The conversion for component c of v to fixed point is done as follows: packSnorm4x8: round(clamp(c, -1, +1) * 127.0)
The first component of the vector will be written to the least significant bits of the output; the last component will be written to the most significant bits.
See also: GLSL packSnorm4x8 man page
See also: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions
glm::packUnorm2x16(...)
glm::uint glm::packUnorm2x16(const glm::vec2 &v)
Documentation from code comments
First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values. Then, the results are packed into the returned 32-bit unsigned integer.
The conversion for component c of v to fixed point is done as follows: packUnorm2x16: round(clamp(c, 0, +1) * 65535.0)
The first component of the vector will be written to the least significant bits of the output; the last component will be written to the most significant bits.
See also: GLSL packUnorm2x16 man page
See also: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions
glm::packUnorm4x8(...)
glm::uint glm::packUnorm4x8(const glm::vec4 &v)
Documentation from code comments
First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values. Then, the results are packed into the returned 32-bit unsigned integer.
The conversion for component c of v to fixed point is done as follows: packUnorm4x8: round(clamp(c, 0, +1) * 255.0)
The first component of the vector will be written to the least significant bits of the output; the last component will be written to the most significant bits.
See also: GLSL packUnorm4x8 man page
See also: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions
glm::unpackDouble2x32(...)
glm::uvec2 glm::unpackDouble2x32(double v)
Documentation from code comments
Returns a two-component unsigned integer vector representation of v. The bit-level representation of v is preserved. The first component of the vector contains the 32 least significant bits of the double; the second component consists the 32 most significant bits.
See also: GLSL unpackDouble2x32 man page
See also: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions
glm::unpackHalf2x16(...)
glm::vec2 glm::unpackHalf2x16(glm::uint v)
Documentation from code comments
Returns a two-component floating-point vector with components obtained by unpacking a 32-bit unsigned integer into a pair of 16-bit values, interpreting those values as 16-bit floating-point numbers according to the OpenGL Specification, and converting them to 32-bit floating-point values. The first component of the vector is obtained from the 16 least-significant bits of v; the second component is obtained from the 16 most-significant bits of v.
See also: GLSL unpackHalf2x16 man page
See also: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions
glm::unpackSnorm2x16(...)
glm::vec2 glm::unpackSnorm2x16(glm::uint p)
Documentation from code comments
First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers. Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
The conversion for unpacked fixed-point value f to floating point is done as follows: unpackSnorm2x16: clamp(f / 32767.0, -1, +1)
The first component of the returned vector will be extracted from the least significant bits of the input; the last component will be extracted from the most significant bits.
See also: GLSL unpackSnorm2x16 man page
See also: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions
glm::unpackSnorm4x8(...)
glm::vec4 glm::unpackSnorm4x8(glm::uint p)
Documentation from code comments
First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers. Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
The conversion for unpacked fixed-point value f to floating point is done as follows: unpackSnorm4x8: clamp(f / 127.0, -1, +1)
The first component of the returned vector will be extracted from the least significant bits of the input; the last component will be extracted from the most significant bits.
See also: GLSL unpackSnorm4x8 man page
See also: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions
glm::unpackUnorm2x16(...)
glm::vec2 glm::unpackUnorm2x16(glm::uint p)
Documentation from code comments
First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers. Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
The conversion for unpacked fixed-point value f to floating point is done as follows: unpackUnorm2x16: f / 65535.0
The first component of the returned vector will be extracted from the least significant bits of the input; the last component will be extracted from the most significant bits.
See also: GLSL unpackUnorm2x16 man page
See also: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions
glm::unpackUnorm4x8(...)
glm::vec4 glm::unpackUnorm4x8(glm::uint p)
Documentation from code comments
First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers. Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
The conversion for unpacked fixed-point value f to floating point is done as follows: unpackUnorm4x8: f / 255.0
The first component of the returned vector will be extracted from the least significant bits of the input; the last component will be extracted from the most significant bits.
See also: GLSL unpackUnorm4x8 man page
See also: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions
Last updated Tuesday, 19 November 2024 17:26:13 UTC - 2537ee49f6d46d5fe98e408849448314fd1f180e
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