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GLM_GTC_matrix_transform More...
Go to the source code of this file.
| Functions | |
| template<typename T > | |
| GLM_FUNC_DECL tmat4x4< T, defaultp > | frustum (T left, T right, T bottom, T top, T near, T far) | 
| Creates a frustum matrix with default handedness.  More... | |
| template<typename T > | |
| GLM_FUNC_DECL tmat4x4< T, defaultp > | frustumLH (T left, T right, T bottom, T top, T near, T far) | 
| Creates a left handed frustum matrix.  More... | |
| template<typename T > | |
| GLM_FUNC_DECL tmat4x4< T, defaultp > | frustumRH (T left, T right, T bottom, T top, T near, T far) | 
| Creates a right handed frustum matrix.  More... | |
| template<typename T > | |
| GLM_FUNC_DECL tmat4x4< T, defaultp > | infinitePerspective (T fovy, T aspect, T near) | 
| Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness.  More... | |
| template<typename T > | |
| GLM_FUNC_DECL tmat4x4< T, defaultp > | infinitePerspectiveLH (T fovy, T aspect, T near) | 
| Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite.  More... | |
| template<typename T > | |
| GLM_FUNC_DECL tmat4x4< T, defaultp > | infinitePerspectiveRH (T fovy, T aspect, T near) | 
| Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite.  More... | |
| template<typename T , precision P> | |
| GLM_FUNC_DECL tmat4x4< T, P > | lookAt (tvec3< T, P > const &eye, tvec3< T, P > const ¢er, tvec3< T, P > const &up) | 
| Build a look at view matrix based on the default handedness.  More... | |
| template<typename T , precision P> | |
| GLM_FUNC_DECL tmat4x4< T, P > | lookAtLH (tvec3< T, P > const &eye, tvec3< T, P > const ¢er, tvec3< T, P > const &up) | 
| Build a left handed look at view matrix.  More... | |
| template<typename T , precision P> | |
| GLM_FUNC_DECL tmat4x4< T, P > | lookAtRH (tvec3< T, P > const &eye, tvec3< T, P > const ¢er, tvec3< T, P > const &up) | 
| Build a right handed look at view matrix.  More... | |
| template<typename T > | |
| GLM_FUNC_DECL tmat4x4< T, defaultp > | ortho (T left, T right, T bottom, T top, T zNear, T zFar) | 
| Creates a matrix for an orthographic parallel viewing volume, using the default handedness.  More... | |
| template<typename T > | |
| GLM_FUNC_DECL tmat4x4< T, defaultp > | ortho (T left, T right, T bottom, T top) | 
| Creates a matrix for projecting two-dimensional coordinates onto the screen.  More... | |
| template<typename T > | |
| GLM_FUNC_DECL tmat4x4< T, defaultp > | orthoLH (T left, T right, T bottom, T top, T zNear, T zFar) | 
| Creates a matrix for an orthographic parallel viewing volume, using left-handedness.  More... | |
| template<typename T > | |
| GLM_FUNC_DECL tmat4x4< T, defaultp > | orthoRH (T left, T right, T bottom, T top, T zNear, T zFar) | 
| Creates a matrix for an orthographic parallel viewing volume, using right-handedness.  More... | |
| template<typename T > | |
| GLM_FUNC_DECL tmat4x4< T, defaultp > | perspective (T fovy, T aspect, T near, T far) | 
| Creates a matrix for a symetric perspective-view frustum based on the default handedness.  More... | |
| template<typename T > | |
| GLM_FUNC_DECL tmat4x4< T, defaultp > | perspectiveFov (T fov, T width, T height, T near, T far) | 
| Builds a perspective projection matrix based on a field of view and the default handedness.  More... | |
| template<typename T > | |
| GLM_FUNC_DECL tmat4x4< T, defaultp > | perspectiveFovLH (T fov, T width, T height, T near, T far) | 
| Builds a left handed perspective projection matrix based on a field of view.  More... | |
| template<typename T > | |
| GLM_FUNC_DECL tmat4x4< T, defaultp > | perspectiveFovRH (T fov, T width, T height, T near, T far) | 
| Builds a right handed perspective projection matrix based on a field of view.  More... | |
| template<typename T > | |
| GLM_FUNC_DECL tmat4x4< T, defaultp > | perspectiveLH (T fovy, T aspect, T near, T far) | 
| Creates a matrix for a left handed, symetric perspective-view frustum.  More... | |
| template<typename T > | |
| GLM_FUNC_DECL tmat4x4< T, defaultp > | perspectiveRH (T fovy, T aspect, T near, T far) | 
| Creates a matrix for a right handed, symetric perspective-view frustum.  More... | |
| template<typename T , precision P, typename U > | |
| GLM_FUNC_DECL tmat4x4< T, P > | pickMatrix (tvec2< T, P > const ¢er, tvec2< T, P > const &delta, tvec4< U, P > const &viewport) | 
| Define a picking region.  More... | |
| template<typename T , typename U , precision P> | |
| GLM_FUNC_DECL tvec3< T, P > | project (tvec3< T, P > const &obj, tmat4x4< T, P > const &model, tmat4x4< T, P > const &proj, tvec4< U, P > const &viewport) | 
| Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.  More... | |
| template<typename T , precision P> | |
| GLM_FUNC_DECL tmat4x4< T, P > | rotate (tmat4x4< T, P > const &m, T angle, tvec3< T, P > const &axis) | 
| Builds a rotation 4 * 4 matrix created from an axis vector and an angle.  More... | |
| template<typename T , precision P> | |
| GLM_FUNC_DECL tmat4x4< T, P > | scale (tmat4x4< T, P > const &m, tvec3< T, P > const &v) | 
| Builds a scale 4 * 4 matrix created from 3 scalars.  More... | |
| template<typename T , precision P> | |
| GLM_FUNC_DECL tmat4x4< T, P > | translate (tmat4x4< T, P > const &m, tvec3< T, P > const &v) | 
| Builds a translation 4 * 4 matrix created from a vector of 3 components.  More... | |
| template<typename T > | |
| GLM_FUNC_DECL tmat4x4< T, defaultp > | tweakedInfinitePerspective (T fovy, T aspect, T near) | 
| Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.  More... | |
| template<typename T > | |
| GLM_FUNC_DECL tmat4x4< T, defaultp > | tweakedInfinitePerspective (T fovy, T aspect, T near, T ep) | 
| Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.  More... | |
| template<typename T , typename U , precision P> | |
| GLM_FUNC_DECL tvec3< T, P > | unProject (tvec3< T, P > const &win, tmat4x4< T, P > const &model, tmat4x4< T, P > const &proj, tvec4< U, P > const &viewport) | 
| Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.  More... | |
Definition in file matrix_transform.hpp.
 1.8.10
 1.8.10