_11 | GLFX::Matrix4 | |
_12 | GLFX::Matrix4 | |
_13 | GLFX::Matrix4 | |
_14 | GLFX::Matrix4 | |
_21 | GLFX::Matrix4 | |
_22 | GLFX::Matrix4 | |
_23 | GLFX::Matrix4 | |
_24 | GLFX::Matrix4 | |
_31 | GLFX::Matrix4 | |
_32 | GLFX::Matrix4 | |
_33 | GLFX::Matrix4 | |
_34 | GLFX::Matrix4 | |
_41 | GLFX::Matrix4 | |
_42 | GLFX::Matrix4 | |
_43 | GLFX::Matrix4 | |
_44 | GLFX::Matrix4 | |
Det() const | GLFX::Matrix4 | [inline] |
Det(const Matrix4 &m) | GLFX::Matrix4 | [friend] |
Inverse() | GLFX::Matrix4 | [inline] |
Inverse(const Matrix4 &m) | GLFX::Matrix4 | [friend] |
Matrix4() (defined in GLFX::Matrix4) | GLFX::Matrix4 | [inline] |
Matrix4(const float *m) | GLFX::Matrix4 | [inline] |
Matrix4(const Matrix4 &m) | GLFX::Matrix4 | [inline] |
Matrix4(float _11, float _12, float _13, float _14, float _21, float _22, float _23, float _24, float _31, float _32, float _33, float _34, float _41, float _42, float _43, float _44) | GLFX::Matrix4 | [inline] |
Matrix4(float f) | GLFX::Matrix4 | [inline] |
MatrixLookAtRH(const Vec3 &eye, const Vec3 &at, const Vec3 &up) | GLFX::Matrix4 | [friend] |
MatrixOrthoLH(float w, float h, float zn, float zf) | GLFX::Matrix4 | [friend] |
MatrixOrthoRH(float w, float h, float zn, float zf) | GLFX::Matrix4 | [friend] |
MatrixPerspectiveFovXRH(float fovx, float aspect, float znear, float zfar) | GLFX::Matrix4 | [friend] |
MatrixPerspectiveFovYRH(float fovy, float aspect, float znear, float zfar) | GLFX::Matrix4 | [friend] |
MatrixRotationQuaternion(const Quat &quat) | GLFX::Matrix4 | [friend] |
MatrixRotationX(float angle) | GLFX::Matrix4 | [friend] |
MatrixRotationY(float angle) | GLFX::Matrix4 | [friend] |
MatrixRotationYawPitchRoll(float yaw, float pitch, float roll) | GLFX::Matrix4 | [friend] |
MatrixRotationYawPitchRoll(const Vec3 &angles) | GLFX::Matrix4 | [friend] |
MatrixRotationZ(float angle) | GLFX::Matrix4 | [friend] |
MatrixScaling(float x, float y, float z) | GLFX::Matrix4 | [friend] |
MatrixScaling(const Vec3 &v) | GLFX::Matrix4 | [friend] |
MatrixTranslation(float x, float y, float z) | GLFX::Matrix4 | [friend] |
MatrixTranslation(const Vec3 &v) | GLFX::Matrix4 | [friend] |
operator *(const Matrix4 &a, const Matrix4 &b) | GLFX::Matrix4 | [friend] |
operator *=(const Matrix4 &a) | GLFX::Matrix4 | [inline] |
operator const float *() const | GLFX::Matrix4 | [inline] |
operator float *() | GLFX::Matrix4 | [inline] |
operator Matrix3() const | GLFX::Matrix4 | [inline] |
operator()(int n, int m) | GLFX::Matrix4 | [inline] |
operator=(const Matrix4 &m) | GLFX::Matrix4 | [inline] |
operator[](int n) | GLFX::Matrix4 | [inline] |
TransformPoint(const Vec3 &point) const | GLFX::Matrix4 | [inline] |
TransformVector(const Vec3 &vector) const | GLFX::Matrix4 | [inline] |
Transpose() | GLFX::Matrix4 | [inline] |
Transpose(const Matrix4 &m) | GLFX::Matrix4 | [friend] |