| _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] |