<ahref="a00080.html">Go to the documentation of this file.</a><divclass="fragment"><divclass="line"><aname="l00001"></a><spanclass="lineno"> 1</span> </div>
<divclass="line"><aname="l00103"></a><spanclass="lineno"> 103</span>  T <spanclass="keyword">const</span>&<aclass="code"href="a00179.html#ga23a3fc7ada5bbb665ff84c92c6e0542c">angle</a>,</div>
<divclass="ttc"id="a00176_html_ga61e65a3bb227c267d1a15113d1056fb1"><divclass="ttname"><ahref="a00176.html#ga61e65a3bb227c267d1a15113d1056fb1">glm::rotate</a></div><divclass="ttdeci">GLM_FUNC_DECL detail::tmat4x4< T, P > rotate(detail::tmat4x4< T, P > const &m, T const &angle, detail::tvec3< T, P > const &axis)</div><divclass="ttdoc">Builds a rotation 4 * 4 matrix created from an axis vector and an angle. </div></div>
<divclass="ttc"id="a00221_html_ga08294223071a96e777de7033cc708439"><divclass="ttname"><ahref="a00221.html#ga08294223071a96e777de7033cc708439">glm::proj</a></div><divclass="ttdeci">vecType proj(vecType const &x, vecType const &Normal)</div><divclass="ttdoc">Projects x on Normal. </div></div>
<divclass="ttc"id="a00179_html_ga23a3fc7ada5bbb665ff84c92c6e0542c"><divclass="ttname"><ahref="a00179.html#ga23a3fc7ada5bbb665ff84c92c6e0542c">glm::angle</a></div><divclass="ttdeci">GLM_FUNC_DECL T angle(detail::tquat< T, P > const &x)</div><divclass="ttdoc">Returns the quaternion rotation angle. </div></div>
<divclass="ttc"id="a00176_html_gabd40959f269abd16c256a4f59ab03d62"><divclass="ttname"><ahref="a00176.html#gabd40959f269abd16c256a4f59ab03d62">glm::scale</a></div><divclass="ttdeci">GLM_FUNC_DECL detail::tmat4x4< T, P > scale(detail::tmat4x4< T, P > const &m, detail::tvec3< T, P > const &v)</div><divclass="ttdoc">Builds a scale 4 * 4 matrix created from 3 scalars. </div></div>
<divclass="ttc"id="a00176_html_ga460dc59dd0debb5113f4a118251bff61"><divclass="ttname"><ahref="a00176.html#ga460dc59dd0debb5113f4a118251bff61">glm::tweakedInfinitePerspective</a></div><divclass="ttdeci">GLM_FUNC_DECL detail::tmat4x4< T, P > tweakedInfinitePerspective(T fovy, T aspect, T near)</div><divclass="ttdoc">Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics har...</div></div>
<divclass="ttc"id="a00176_html_ga1501de0fa580dcc491b67e0685bbc7c2"><divclass="ttname"><ahref="a00176.html#ga1501de0fa580dcc491b67e0685bbc7c2">glm::translate</a></div><divclass="ttdeci">GLM_FUNC_DECL detail::tmat4x4< T, P > translate(detail::tmat4x4< T, P > const &m, detail::tvec3< T, P > const &v)</div><divclass="ttdoc">Builds a translation 4 * 4 matrix created from a vector of 3 components. </div></div>
<divclass="ttc"id="a00176_html_ga24983212d8d25b5b32e30d574dfccd1c"><divclass="ttname"><ahref="a00176.html#ga24983212d8d25b5b32e30d574dfccd1c">glm::perspective</a></div><divclass="ttdeci">GLM_FUNC_DECL detail::tmat4x4< T, P > perspective(T const &fovy, T const &aspect, T const &near, T const &far)</div><divclass="ttdoc">Creates a matrix for a symetric perspective-view frustum. </div></div>
<divclass="ttc"id="a00176_html_ga0fb64f04bf5ad52523fcd4b10b46aff6"><divclass="ttname"><ahref="a00176.html#ga0fb64f04bf5ad52523fcd4b10b46aff6">glm::pickMatrix</a></div><divclass="ttdeci">GLM_FUNC_DECL detail::tmat4x4< T, P > pickMatrix(detail::tvec2< T, P > const &center, detail::tvec2< T, P > const &delta, detail::tvec4< U, P > const &viewport)</div><divclass="ttdoc">Define a picking region. </div></div>
<divclass="ttc"id="a00176_html_ga7e5b5501b0113d0ed76ba4e3a8e5523c"><divclass="ttname"><ahref="a00176.html#ga7e5b5501b0113d0ed76ba4e3a8e5523c">glm::infinitePerspective</a></div><divclass="ttdeci">GLM_FUNC_DECL detail::tmat4x4< T, P > infinitePerspective(T fovy, T aspect, T near)</div><divclass="ttdoc">Creates a matrix for a symmetric perspective-view frustum with far plane at infinite. </div></div>
<divclass="ttc"id="a00176_html_gac393e9262776e4980731c386123e4377"><divclass="ttname"><ahref="a00176.html#gac393e9262776e4980731c386123e4377">glm::ortho</a></div><divclass="ttdeci">GLM_FUNC_DECL detail::tmat4x4< T, defaultp > ortho(T const &left, T const &right, T const &bottom, T const &top, T const &zNear, T const &zFar)</div><divclass="ttdoc">Creates a matrix for an orthographic parallel viewing volume. </div></div>
<divclass="ttc"id="a00179_html_ga8eef9f8c3f2e4836dccf09df975b20fb"><divclass="ttname"><ahref="a00179.html#ga8eef9f8c3f2e4836dccf09df975b20fb">glm::axis</a></div><divclass="ttdeci">GLM_FUNC_DECL detail::tvec3< T, P > axis(detail::tquat< T, P > const &x)</div><divclass="ttdoc">Returns the q rotation axis. </div></div>
<divclass="ttc"id="a00176_html_ga4b0a9086d15e2a743ecd7b6128146af1"><divclass="ttname"><ahref="a00176.html#ga4b0a9086d15e2a743ecd7b6128146af1">glm::unProject</a></div><divclass="ttdeci">GLM_FUNC_DECL detail::tvec3< T, P > unProject(detail::tvec3< T, P > const &win, detail::tmat4x4< T, P > const &model, detail::tmat4x4< T, P > const &proj, detail::tvec4< U, P > const &viewport)</div><divclass="ttdoc">Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. </div></div>
<divclass="ttc"id="a00176_html_ga7e820c9c692e28041be6d7c7042e4e4a"><divclass="ttname"><ahref="a00176.html#ga7e820c9c692e28041be6d7c7042e4e4a">glm::perspectiveFov</a></div><divclass="ttdeci">GLM_FUNC_DECL detail::tmat4x4< T, P > perspectiveFov(T const &fov, T const &width, T const &height, T const &near, T const &far)</div><divclass="ttdoc">Builds a perspective projection matrix based on a field of view. </div></div>
<divclass="ttc"id="a00176_html_ga454fdf3163c2779eeeeeb9d75907ce97"><divclass="ttname"><ahref="a00176.html#ga454fdf3163c2779eeeeeb9d75907ce97">glm::lookAt</a></div><divclass="ttdeci">GLM_FUNC_DECL detail::tmat4x4< T, P > lookAt(detail::tvec3< T, P > const &eye, detail::tvec3< T, P > const &center, detail::tvec3< T, P > const &up)</div><divclass="ttdoc">Build a look at view matrix. </div></div>
<divclass="ttc"id="a00176_html_ga4e1138c8a4bcc3bbbb40090d8441b0a5"><divclass="ttname"><ahref="a00176.html#ga4e1138c8a4bcc3bbbb40090d8441b0a5">glm::frustum</a></div><divclass="ttdeci">GLM_FUNC_DECL detail::tmat4x4< T, P > frustum(T const &left, T const &right, T const &bottom, T const &top, T const &near, T const &far)</div><divclass="ttdoc">Creates a frustum matrix. </div></div>
<divclass="ttc"id="a00176_html_ga41227b7b98882dcbaa8dab52df372c7b"><divclass="ttname"><ahref="a00176.html#ga41227b7b98882dcbaa8dab52df372c7b">glm::project</a></div><divclass="ttdeci">GLM_FUNC_DECL detail::tvec3< T, P > project(detail::tvec3< T, P > const &obj, detail::tmat4x4< T, P > const &model, detail::tmat4x4< T, P > const &proj, detail::tvec4< U, P > const &viewport)</div><divclass="ttdoc">Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. </div></div>