<ahref="a00076.html">Go to the documentation of this file.</a><divclass="fragment"><divclass="line"><aname="l00001"></a><spanclass="lineno"> 1</span> </div>
<divclass="line"><aname="l00099"></a><spanclass="lineno"> 99</span>  T <aclass="code"href="a00175.html#gad4a4448baedb198b2b1e7880d2544dc9">angle</a>,</div>
<divclass="ttc"id="a00172_html_ga82a558de3ce42cbeed0f6ec292a4e1b3"><divclass="ttname"><ahref="a00172.html#ga82a558de3ce42cbeed0f6ec292a4e1b3">glm::unProject</a></div><divclass="ttdeci">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)</div><divclass="ttdoc">Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. </div></div>
<divclass="ttc"id="a00172_html_gaf8eef81da1ad09f6a8920101c01eaae4"><divclass="ttname"><ahref="a00172.html#gaf8eef81da1ad09f6a8920101c01eaae4">glm::lookAt</a></div><divclass="ttdeci">GLM_FUNC_DECL tmat4x4< T, P > lookAt(tvec3< T, P > const &eye, tvec3< T, P > const &center, tvec3< T, P > const &up)</div><divclass="ttdoc">Build a look at view matrix. </div></div>
<divclass="ttc"id="a00172_html_gaee134ab77c6c5548a6ebf4e8e476c6ed"><divclass="ttname"><ahref="a00172.html#gaee134ab77c6c5548a6ebf4e8e476c6ed">glm::translate</a></div><divclass="ttdeci">GLM_FUNC_DECL tmat4x4< T, P > translate(tmat4x4< T, P > const &m, 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="a00172_html_gada6deb989d4b553fe0f7e3279f3afae1"><divclass="ttname"><ahref="a00172.html#gada6deb989d4b553fe0f7e3279f3afae1">glm::frustum</a></div><divclass="ttdeci">GLM_FUNC_DECL tmat4x4< T, defaultp > frustum(T left, T right, T bottom, T top, T near, T far)</div><divclass="ttdoc">Creates a frustum matrix. </div></div>
<divclass="ttc"id="a00172_html_gaa50fce7f50b5d5da881ed30f5532a921"><divclass="ttname"><ahref="a00172.html#gaa50fce7f50b5d5da881ed30f5532a921">glm::tweakedInfinitePerspective</a></div><divclass="ttdeci">GLM_FUNC_DECL tmat4x4< T, defaultp > tweakedInfinitePerspective(T fovy, T aspect, T near, T ep)</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="a00172_html_ga79f704ad91a5f0d68abd88c66c8186e5"><divclass="ttname"><ahref="a00172.html#ga79f704ad91a5f0d68abd88c66c8186e5">glm::infinitePerspective</a></div><divclass="ttdeci">GLM_FUNC_DECL tmat4x4< T, defaultp > 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="a00172_html_gac3613dcb6c6916465ad5b7ad5a786175"><divclass="ttname"><ahref="a00172.html#gac3613dcb6c6916465ad5b7ad5a786175">glm::perspective</a></div><divclass="ttdeci">GLM_FUNC_DECL tmat4x4< T, defaultp > perspective(T fovy, T aspect, T near, T far)</div><divclass="ttdoc">Creates a matrix for a symetric perspective-view frustum. </div></div>
<divclass="ttc"id="a00172_html_ga161b1df124348f232d994ba7958e4815"><divclass="ttname"><ahref="a00172.html#ga161b1df124348f232d994ba7958e4815">glm::rotate</a></div><divclass="ttdeci">GLM_FUNC_DECL tmat4x4< T, P > rotate(tmat4x4< T, P > const &m, T angle, 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="a00172_html_ga45b1b64f99255c07119b4f1aaed04dd7"><divclass="ttname"><ahref="a00172.html#ga45b1b64f99255c07119b4f1aaed04dd7">glm::ortho</a></div><divclass="ttdeci">GLM_FUNC_DECL tmat4x4< T, defaultp > ortho(T left, T right, T bottom, T top)</div><divclass="ttdoc">Creates a matrix for projecting two-dimensional coordinates onto the screen. </div></div>
<divclass="ttc"id="a00222_html_gadf29123bcf748fc9d6fb0998192184cf"><divclass="ttname"><ahref="a00222.html#gadf29123bcf748fc9d6fb0998192184cf">glm::proj</a></div><divclass="ttdeci">GLM_FUNC_DECL vecType proj(vecType const &x, vecType const &Normal)</div><divclass="ttdoc">Projects x on Normal. </div></div>
<divclass="ttc"id="a00172_html_ga9026c77505b99990f68826f27c267dc5"><divclass="ttname"><ahref="a00172.html#ga9026c77505b99990f68826f27c267dc5">glm::pickMatrix</a></div><divclass="ttdeci">GLM_FUNC_DECL tmat4x4< T, P > pickMatrix(tvec2< T, P > const &center, tvec2< T, P > const &delta, tvec4< U, P > const &viewport)</div><divclass="ttdoc">Define a picking region. </div></div>
<divclass="ttc"id="a00172_html_gad743556abd138264d4f06f4ca27f1d7e"><divclass="ttname"><ahref="a00172.html#gad743556abd138264d4f06f4ca27f1d7e">glm::project</a></div><divclass="ttdeci">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)</div><divclass="ttdoc">Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. </div></div>
<divclass="ttc"id="a00172_html_ga8f062fcc07e2445500793f2803afebb0"><divclass="ttname"><ahref="a00172.html#ga8f062fcc07e2445500793f2803afebb0">glm::scale</a></div><divclass="ttdeci">GLM_FUNC_DECL tmat4x4< T, P > scale(tmat4x4< T, P > const &m, tvec3< T, P > const &v)</div><divclass="ttdoc">Builds a scale 4 * 4 matrix created from 3 scalars. </div></div>
<divclass="ttc"id="a00175_html_gad4a4448baedb198b2b1e7880d2544dc9"><divclass="ttname"><ahref="a00175.html#gad4a4448baedb198b2b1e7880d2544dc9">glm::angle</a></div><divclass="ttdeci">GLM_FUNC_DECL T angle(tquat< T, P > const &x)</div><divclass="ttdoc">Returns the quaternion rotation angle. </div></div>
<divclass="ttc"id="a00175_html_ga0b3e87a13b2708154b72259e50789a19"><divclass="ttname"><ahref="a00175.html#ga0b3e87a13b2708154b72259e50789a19">glm::axis</a></div><divclass="ttdeci">GLM_FUNC_DECL tvec3< T, P > axis(tquat< T, P > const &x)</div><divclass="ttdoc">Returns the q rotation axis. </div></div>
<divclass="ttc"id="a00172_html_gae9146e2c550fc8646299e4b900238145"><divclass="ttname"><ahref="a00172.html#gae9146e2c550fc8646299e4b900238145">glm::perspectiveFov</a></div><divclass="ttdeci">GLM_FUNC_DECL tmat4x4< T, defaultp > perspectiveFov(T fov, T width, T height, T near, T far)</div><divclass="ttdoc">Builds a perspective projection matrix based on a field of view. </div></div>