Basic Image AlgorithmS Library
2.8.0
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This is the complete list of members for BIAS::glfPassiveRenderMatrix, including all inherited members.
GetArray() const | BIAS::glfMatrix | inline |
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 | |
IDENTITY | BIAS::glfMatrix | static |
Load() const | BIAS::glfPassiveRenderMatrix | inlinevirtual |
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 ¶ms, 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 ¶ms, 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 ¶ms, 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 ¶ms, bool flip=false) | BIAS::glfMatrix | |
MakeTextureMatrixNew(const ProjectionParametersPerspective ¶ms, bool flip) | BIAS::glfMatrix | |
MakeTranslation(GLfloat x, GLfloat y, GLfloat z) | BIAS::glfMatrix | |
MakeViewMatrix(const ProjectionParametersBase ¶ms) | BIAS::glfMatrix | |
MakeViewMatrixNew(const ProjectionParametersBase ¶ms) | BIAS::glfMatrix | |
Matrix2DIndexToRep(unsigned int row, unsigned int column) | BIAS::glfMatrix | static |
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 | |
TransformPoint(const Vector3< float > &in, Vector3< float > &out) const | BIAS::glfMatrix | |
TransformPoint(const Vector3< double > &in, Vector3< double > &out) const | BIAS::glfMatrix | |
~glfMatrix() | BIAS::glfMatrix | inlinevirtual |