// use texture coordinates
v.s = 0; v.t = 1; v.u = 0.5;
// use color coordinates
v.r = 1; v.g = 0.5; v.b = 0;
conversion constructor and assign operators - so you can assign a value of Vector3<T1> type to a variable of Vector3<T2> type for any convertable T1, T2 type pairs. In other words, you can do this:
Vector3f f3; Vector3d d3 = f3;
...
f3 = d3;
Generated on Mon Nov 9 21:47:50 2009 for vmath by
1.5.8