<trclass="memitem:ga2a5b0a83f78884d9cf3cc1ba99131299"><tdclass="memTemplParams"colspan="2">template<typename T ></td></tr>
<trclass="memitem:ga2a5b0a83f78884d9cf3cc1ba99131299"><tdclass="memTemplItemLeft"align="right"valign="top">detail::tmat4x4< T > </td><tdclass="memTemplItemRight"valign="bottom"><aclass="el"href="a00151.html#ga2a5b0a83f78884d9cf3cc1ba99131299">frustum</a> (T const &left, T const &right, T const &bottom, T const &top, T const &near, T const &far)</td></tr>
<trclass="memitem:ga414f3cfe1af5619acebd5c28cf6bd45c"><tdclass="memTemplParams"colspan="2">template<typename T ></td></tr>
<trclass="memitem:ga414f3cfe1af5619acebd5c28cf6bd45c"><tdclass="memTemplItemLeft"align="right"valign="top">detail::tmat4x4< T > </td><tdclass="memTemplItemRight"valign="bottom"><aclass="el"href="a00151.html#ga414f3cfe1af5619acebd5c28cf6bd45c">infinitePerspective</a> (T fovy, T aspect, T near)</td></tr>
<trclass="memitem:gae2dca3785b6d5796e876114af58a60a1"><tdclass="memTemplParams"colspan="2">template<typename T ></td></tr>
<trclass="memitem:gae2dca3785b6d5796e876114af58a60a1"><tdclass="memTemplItemLeft"align="right"valign="top">detail::tmat4x4< T > </td><tdclass="memTemplItemRight"valign="bottom"><aclass="el"href="a00151.html#gae2dca3785b6d5796e876114af58a60a1">lookAt</a> (detail::tvec3< T > const &eye, detail::tvec3< T > const &center, detail::tvec3< T > const &up)</td></tr>
<trclass="memitem:gaf039a9f8d24e4bf39d30b7d692c1b8c3"><tdclass="memTemplParams"colspan="2">template<typename T ></td></tr>
<trclass="memitem:gaf039a9f8d24e4bf39d30b7d692c1b8c3"><tdclass="memTemplItemLeft"align="right"valign="top">detail::tmat4x4< T > </td><tdclass="memTemplItemRight"valign="bottom"><aclass="el"href="a00151.html#gaf039a9f8d24e4bf39d30b7d692c1b8c3">ortho</a> (T const &left, T const &right, T const &bottom, T const &top, T const &zNear, T const &zFar)</td></tr>
<trclass="memitem:gac7cbb65a7853eb6db00d46125595b732"><tdclass="memTemplParams"colspan="2">template<typename T ></td></tr>
<trclass="memitem:gac7cbb65a7853eb6db00d46125595b732"><tdclass="memTemplItemLeft"align="right"valign="top">detail::tmat4x4< T > </td><tdclass="memTemplItemRight"valign="bottom"><aclass="el"href="a00151.html#gac7cbb65a7853eb6db00d46125595b732">ortho</a> (T const &left, T const &right, T const &bottom, T const &top)</td></tr>
<trclass="memitem:ga283629a5ac7fb9037795435daf22560f"><tdclass="memTemplParams"colspan="2">template<typename T ></td></tr>
<trclass="memitem:ga283629a5ac7fb9037795435daf22560f"><tdclass="memTemplItemLeft"align="right"valign="top">detail::tmat4x4< T > </td><tdclass="memTemplItemRight"valign="bottom"><aclass="el"href="a00151.html#ga283629a5ac7fb9037795435daf22560f">perspective</a> (T const &fovy, T const &aspect, T const &near, T const &far)</td></tr>
<trclass="memitem:ga4e9a9a432ffd6c458b75da1553d22476"><tdclass="memTemplParams"colspan="2">template<typename T , typename U ></td></tr>
<trclass="memitem:ga4e9a9a432ffd6c458b75da1553d22476"><tdclass="memTemplItemLeft"align="right"valign="top">detail::tmat4x4< T > </td><tdclass="memTemplItemRight"valign="bottom"><aclass="el"href="a00151.html#ga4e9a9a432ffd6c458b75da1553d22476">pickMatrix</a> (detail::tvec2< T > const &center, detail::tvec2< T > const &delta, detail::tvec4< U > const &viewport)</td></tr>
<trclass="memitem:ga6f081067aeffc662410dfbabb25f9fdc"><tdclass="memTemplParams"colspan="2">template<typename T , typename U ></td></tr>
<trclass="memitem:ga6f081067aeffc662410dfbabb25f9fdc"><tdclass="memTemplItemLeft"align="right"valign="top">detail::tvec3< T > </td><tdclass="memTemplItemRight"valign="bottom"><aclass="el"href="a00151.html#ga6f081067aeffc662410dfbabb25f9fdc">project</a> (detail::tvec3< T > const &obj, detail::tmat4x4< T > const &model, detail::tmat4x4< T > const &proj, detail::tvec4< U > const &viewport)</td></tr>
<trclass="memitem:gaacb9cbe8f93a8fef9dc3e25559df19c0"><tdclass="memTemplParams"colspan="2">template<typename T ></td></tr>
<trclass="memitem:gaacb9cbe8f93a8fef9dc3e25559df19c0"><tdclass="memTemplItemLeft"align="right"valign="top">detail::tmat4x4< T > </td><tdclass="memTemplItemRight"valign="bottom"><aclass="el"href="a00151.html#gaacb9cbe8f93a8fef9dc3e25559df19c0">rotate</a> (detail::tmat4x4< T > const &m, T const &angle, detail::tvec3< T > const &axis)</td></tr>
<trclass="memitem:ga223e08009f1cab54651200b81e91981c"><tdclass="memTemplParams"colspan="2">template<typename T ></td></tr>
<trclass="memitem:ga223e08009f1cab54651200b81e91981c"><tdclass="memTemplItemLeft"align="right"valign="top">detail::tmat4x4< T > </td><tdclass="memTemplItemRight"valign="bottom"><aclass="el"href="a00151.html#ga223e08009f1cab54651200b81e91981c">scale</a> (detail::tmat4x4< T > const &m, detail::tvec3< T > const &v)</td></tr>
<trclass="memitem:ga8925161ecc1767957900c5ca8b922dc4"><tdclass="memTemplParams"colspan="2">template<typename T ></td></tr>
<trclass="memitem:ga8925161ecc1767957900c5ca8b922dc4"><tdclass="memTemplItemLeft"align="right"valign="top">detail::tmat4x4< T > </td><tdclass="memTemplItemRight"valign="bottom"><aclass="el"href="a00151.html#ga8925161ecc1767957900c5ca8b922dc4">translate</a> (detail::tmat4x4< T > const &m, detail::tvec3< T > const &v)</td></tr>
<trclass="memitem:ga42299b3ef778f1d6120032da73b0ef87"><tdclass="memTemplParams"colspan="2">template<typename T ></td></tr>
<trclass="memitem:ga42299b3ef778f1d6120032da73b0ef87"><tdclass="memTemplItemLeft"align="right"valign="top">detail::tmat4x4< T > </td><tdclass="memTemplItemRight"valign="bottom"><aclass="el"href="a00151.html#ga42299b3ef778f1d6120032da73b0ef87">tweakedInfinitePerspective</a> (T fovy, T aspect, T near)</td></tr>
<trclass="memitem:ga540d5f6bb3f41e5dfa38d6ebd8771765"><tdclass="memTemplParams"colspan="2">template<typename T , typename U ></td></tr>
<trclass="memitem:ga540d5f6bb3f41e5dfa38d6ebd8771765"><tdclass="memTemplItemLeft"align="right"valign="top">detail::tvec3< T > </td><tdclass="memTemplItemRight"valign="bottom"><aclass="el"href="a00151.html#ga540d5f6bb3f41e5dfa38d6ebd8771765">unProject</a> (detail::tvec3< T > const &win, detail::tmat4x4< T > const &model, detail::tmat4x4< T > const &proj, detail::tvec4< U > const &viewport)</td></tr>
<p>Defines functions that generate common transformation matrices. </p>
<p>The matrices generated by this extension use standard OpenGL fixed-function conventions. For example, the lookAt function generates a transform from world space into the specific eye space that the projective matrix functions (perspective, ortho, etc) are designed to expect. The OpenGL compatibility specifications defines the particular layout of this eye space.</p>
<p><<aclass="el"href="a00060.html"title="OpenGL Mathematics (glm.g-truc.net)">glm/gtc/matrix_transform.hpp</a>> need to be included to use these functionalities. </p>
<tr><tdclass="paramname">T</td><td>Value type used to build the matrix. Currently supported: half (not recommanded), float or double. </td></tr>
</table>
</dd>
</dl>
<dlclass="section see"><dt>See Also</dt><dd><aclass="el"href="a00151.html"title="Defines functions that generate common transformation matrices.">GLM_GTC_matrix_transform</a></dd></dl>
<tr><tdclass="paramname">T</td><td>Value type used to build the matrix. Currently supported: half (not recommanded), float or double. </td></tr>
</table>
</dd>
</dl>
<dlclass="section see"><dt>See Also</dt><dd><aclass="el"href="a00151.html"title="Defines functions that generate common transformation matrices.">GLM_GTC_matrix_transform</a></dd></dl>
<tdclass="paramtype">detail::tvec3< T > const & </td>
<tdclass="paramname"><em>eye</em>, </td>
</tr>
<tr>
<tdclass="paramkey"></td>
<td></td>
<tdclass="paramtype">detail::tvec3< T > const & </td>
<tdclass="paramname"><em>center</em>, </td>
</tr>
<tr>
<tdclass="paramkey"></td>
<td></td>
<tdclass="paramtype">detail::tvec3< T > const & </td>
<tdclass="paramname"><em>up</em> </td>
</tr>
<tr>
<td></td>
<td>)</td>
<td></td><td></td>
</tr>
</table>
</div><divclass="memdoc">
<p>Build a look at view matrix. </p>
<dlclass="params"><dt>Parameters</dt><dd>
<tableclass="params">
<tr><tdclass="paramname">eye</td><td>Position of the camera </td></tr>
<tr><tdclass="paramname">center</td><td>Position where the camera is looking at </td></tr>
<tr><tdclass="paramname">up</td><td>Normalized up vector, how the camera is oriented. Typically (0, 0, 1) </td></tr>
</table>
</dd>
</dl>
<dlclass="section see"><dt>See Also</dt><dd><aclass="el"href="a00151.html"title="Defines functions that generate common transformation matrices.">GLM_GTC_matrix_transform</a></dd>
<dd>
- frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) </dd></dl>
<tr><tdclass="paramname">T</td><td>Value type used to build the matrix. Currently supported: half (not recommanded), float or double. </td></tr>
</table>
</dd>
</dl>
<dlclass="section see"><dt>See Also</dt><dd><aclass="el"href="a00151.html"title="Defines functions that generate common transformation matrices.">GLM_GTC_matrix_transform</a></dd>
<dd>
- glm::ortho(T const & left, T const & right, T const & bottom, T const & top) </dd></dl>
<tr><tdclass="paramname">T</td><td>Value type used to build the matrix. Currently supported: half (not recommanded), float or double. </td></tr>
</table>
</dd>
</dl>
<dlclass="section see"><dt>See Also</dt><dd><aclass="el"href="a00151.html"title="Defines functions that generate common transformation matrices.">GLM_GTC_matrix_transform</a></dd>
<dd>
- glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) </dd></dl>
<tr><tdclass="paramname">T</td><td>Value type used to build the matrix. Currently supported: half (not recommanded), float or double. </td></tr>
</table>
</dd>
</dl>
<dlclass="section see"><dt>See Also</dt><dd><aclass="el"href="a00151.html"title="Defines functions that generate common transformation matrices.">GLM_GTC_matrix_transform</a></dd></dl>
<tr><tdclass="paramname">T</td><td>Value type used to build the matrix. Currently supported: half (not recommanded), float or double. </td></tr>
</table>
</dd>
</dl>
<dlclass="section see"><dt>See Also</dt><dd><aclass="el"href="a00151.html"title="Defines functions that generate common transformation matrices.">GLM_GTC_matrix_transform</a></dd></dl>
<dlclass="section see"><dt>See Also</dt><dd><aclass="el"href="a00151.html"title="Defines functions that generate common transformation matrices.">GLM_GTC_matrix_transform</a></dd></dl>
<tr><tdclass="paramname">T</td><td>Native type used for the computation. Currently supported: half (not recommanded), float or double. </td></tr>
<tr><tdclass="paramname">U</td><td>Currently supported: Floating-point types and integer types. </td></tr>
</table>
</dd>
</dl>
<dlclass="section see"><dt>See Also</dt><dd><aclass="el"href="a00151.html"title="Defines functions that generate common transformation matrices.">GLM_GTC_matrix_transform</a></dd></dl>
<tr><tdclass="paramname">T</td><td>Value type used to build the matrix. Currently supported: half (not recommanded), float or double. </td></tr>
</table>
</dd>
</dl>
<dlclass="section see"><dt>See Also</dt><dd><aclass="el"href="a00151.html"title="Defines functions that generate common transformation matrices.">GLM_GTC_matrix_transform</a></dd>
<tr><tdclass="paramname">T</td><td>Value type used to build the matrix. Currently supported: half (not recommanded), float or double. </td></tr>
</table>
</dd>
</dl>
<dlclass="section see"><dt>See Also</dt><dd><aclass="el"href="a00151.html"title="Defines functions that generate common transformation matrices.">GLM_GTC_matrix_transform</a></dd>
<tr><tdclass="paramname">T</td><td>Value type used to build the matrix. Currently supported: half (not recommanded), float or double. <divclass="fragment"><divclass="line"><spanclass="preprocessor">#include <<aclass="code"href="a00035.html"title="OpenGL Mathematics (glm.g-truc.net)">glm/glm.hpp</a>></span></div>
<divclass="line">glm::mat4 m = <aclass="code"href="a00151.html#ga8925161ecc1767957900c5ca8b922dc4"title="Builds a translation 4 * 4 matrix created from a vector of 3 components.">glm::translate</a>(<aclass="code"href="a00142.html#gade0eb47c01f79384a6f38017ede17446"title="4 columns of 4 components matrix of floating-point numbers.">glm::mat4</a>(1.0f), <aclass="code"href="a00142.html#ga8a44105c47072f9ea1413f15faa31f64"title="3 components vector of floating-point numbers.">glm::vec3</a>(1.0f));</div>
<dlclass="section see"><dt>See Also</dt><dd><aclass="el"href="a00151.html"title="Defines functions that generate common transformation matrices.">GLM_GTC_matrix_transform</a></dd>
<p>Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping. </p>
<dlclass="params"><dt>Parameters</dt><dd>
<tableclass="params">
<tr><tdclass="paramname">fovy</td><td>Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. </td></tr>
<tr><tdclass="paramname">T</td><td>Value type used to build the matrix. Currently supported: half (not recommanded), float or double. </td></tr>
</table>
</dd>
</dl>
<dlclass="section see"><dt>See Also</dt><dd><aclass="el"href="a00151.html"title="Defines functions that generate common transformation matrices.">GLM_GTC_matrix_transform</a></dd></dl>
<tr><tdclass="paramname">T</td><td>Native type used for the computation. Currently supported: half (not recommanded), float or double. </td></tr>
<tr><tdclass="paramname">U</td><td>Currently supported: Floating-point types and integer types. </td></tr>
</table>
</dd>
</dl>
<dlclass="section see"><dt>See Also</dt><dd><aclass="el"href="a00151.html"title="Defines functions that generate common transformation matrices.">GLM_GTC_matrix_transform</a></dd></dl>