Basic Image AlgorithmS Library  2.8.0
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BIAS::glfMatrix Member List

This is the complete list of members for BIAS::glfMatrix, including all inherited members.

GetArray() const BIAS::glfMatrixinline
glfMatrix()BIAS::glfMatrix
glfMatrix(GLfloat m0, GLfloat m1, GLfloat m2, GLfloat m3, GLfloat m4, GLfloat m5, GLfloat m6, GLfloat m7, GLfloat m8, GLfloat m9, GLfloat m10, GLfloat m11, GLfloat m12, GLfloat m13, GLfloat m14, GLfloat m15)BIAS::glfMatrix
IDENTITYBIAS::glfMatrixstatic
Load() const BIAS::glfMatrixvirtual
Make(const Matrix4x4< float > &a)BIAS::glfMatrix
Make(const Matrix4x4< double > &a)BIAS::glfMatrix
MakeAffine(const Matrix3x3< float > &r, const Vector3< float > &t)BIAS::glfMatrix
MakeAffine(const Matrix3x3< double > &r, const Vector3< double > &t)BIAS::glfMatrix
MakeAffineInverse(const glfMatrix &a)BIAS::glfMatrix
MakeFrustum(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat nearVal, GLfloat farVal)BIAS::glfMatrix
MakeIdentity()BIAS::glfMatrix
MakeLookAt(GLfloat eyeX, GLfloat eyeY, GLfloat eyeZ, GLfloat centerX, GLfloat centerY, GLfloat centerZ, GLfloat upX, GLfloat upY, GLfloat upZ)BIAS::glfMatrix
MakeOrtho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat nearVal, GLfloat farVal)BIAS::glfMatrix
MakePerspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar)BIAS::glfMatrix
MakeProjectionMatrix(const ProjectionParametersPerspective &params, GLfloat nearZZ, GLfloat farZ, bool useIdealK=false)BIAS::glfMatrix
MakeProjectionMatrix(ProjectionParametersPerspective params, GLfloat nearZ, GLfloat farZ, unsigned int x0, unsigned int y0, unsigned int width, unsigned int height, bool useIdealK=false)BIAS::glfMatrix
MakeProjectionMatrixNew(const ProjectionParametersPerspective &params, GLfloat nearZ, GLfloat farZ, unsigned int x0, unsigned int y0, unsigned int width, unsigned int height, bool useIdealK=false, bool flip=false)BIAS::glfMatrix
MakeProjectionMatrixNew(const ProjectionParametersPerspective &params, GLfloat nearZ, GLfloat farZ, bool flip=false)BIAS::glfMatrix
MakeRotation(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)BIAS::glfMatrix
MakeScalation(GLfloat x, GLfloat y, GLfloat z)BIAS::glfMatrix
MakeTextureMatrix(const ProjectionParametersPerspective &params, bool flip=false)BIAS::glfMatrix
MakeTextureMatrixNew(const ProjectionParametersPerspective &params, bool flip)BIAS::glfMatrix
MakeTranslation(GLfloat x, GLfloat y, GLfloat z)BIAS::glfMatrix
MakeViewMatrix(const ProjectionParametersBase &params)BIAS::glfMatrix
MakeViewMatrixNew(const ProjectionParametersBase &params)BIAS::glfMatrix
Matrix2DIndexToRep(unsigned int row, unsigned int column)BIAS::glfMatrixstatic
Multiply(const glfMatrix &a)BIAS::glfMatrix
Multiply(Vector4< float > vIn, Vector4< float > &vOut)BIAS::glfMatrix
Multiply(Vector4< double > vIn, Vector4< double > &vOut)BIAS::glfMatrix
operator*(const glfMatrix &a)BIAS::glfMatrix
operator*=(const glfMatrix &a)BIAS::glfMatrix
operator<<(std::ostream &s, const glfMatrix &m)BIAS::glfMatrixfriend
TransformPoint(const Vector3< float > &in, Vector3< float > &out) const BIAS::glfMatrix
TransformPoint(const Vector3< double > &in, Vector3< double > &out) const BIAS::glfMatrix
~glfMatrix()BIAS::glfMatrixinlinevirtual