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directxmath osx/linux?


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#1   Members   -  Reputation: 645

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Posted 07 April 2014 - 11:33 PM

Would directxmath.h work on osx/linux with OpenGL?  I know there's the difference in normalized device coordinates but is there anything in the API that restricts it to Windows?

 

Thanks!

 

 

Edit:

 

I'm guessing these preprocessor directives would prevent it from running on the other platforms:

#if !defined(_XM_BIGENDIAN_) && !defined(_XM_LITTLEENDIAN_)
#if defined(_M_AMD64) || defined(_M_IX86) || defined(_M_ARM)
#define _XM_LITTLEENDIAN_
#elif defined(_M_PPCBE)
#define _XM_BIGENDIAN_
#else
#error DirectX Math does not support this target
#endif
#endif // !_XM_BIGENDIAN_ && !_XM_LITTLEENDIAN_


#2   Members   -  Reputation: 2793

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Posted 08 April 2014 - 02:18 AM

It is possible with some minor modifications.



#3   Crossbones+   -  Reputation: 4697

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Posted 08 April 2014 - 05:15 AM

I expect you will run in to some compile issues with WORD, DWORD and such, also probably you will have to do something about the intrinsics and compiler support in the header files which try to figure out if your CPU supports SSE2, but other than that it should be possible.


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#4   Members   -  Reputation: 645

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Posted 08 April 2014 - 10:39 PM

Thanks!  Maybe I'll just go with GLM since my project needs to be cross-platform and it seems to work out of the box.



#5   Crossbones+   -  Reputation: 8712

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Posted 08 April 2014 - 11:15 PM

Just use GLM. Less trouble, and who knows, you might even like it more than DXMath :D


"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"

 

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#6   Members   -  Reputation: 442

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Posted 08 April 2014 - 11:49 PM

Go with GLM!

http://glm.g-truc.net/0.9.5/index.html






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