, including all inherited members.
| adjustView(const AABB &aabb, const vec3 &dir, const vec3 &up, real bias=1.0f) | vl::Camera | |
| applyModelViewMatrix(const mat4 &model_matrix) const | vl::Camera | |
| applyProjMatrix() const | vl::Camera | |
| applyViewMatrix() const | vl::Camera | |
| as() | vl::Object | [inline] |
| as() const | vl::Object | [inline] |
| aspectRatio() const | vl::Camera | [inline] |
| automaticDelete() const | vl::Object | [inline] |
| bindTransform(Transform *transform) | vl::Camera | [inline] |
| bottom() const | vl::Camera | [inline] |
| boundTransform() const | vl::Camera | [inline] |
| boundTransform() | vl::Camera | [inline] |
| Camera() | vl::Camera | |
| computeFrustumPlanes() | vl::Camera | |
| computeNearFarOptimizedProjMatrix(const Sphere &scene_bounding_sphere) | vl::Camera | |
| computeRay(int viewp_x, int viewp_y) | vl::Camera | |
| computeRayFrustum(int viewp_x, int viewp_y) | vl::Camera | |
| decReference() | vl::Object | [inline] |
| farPlane() const | vl::Camera | [inline] |
| fov() const | vl::Camera | [inline] |
| frustum() const | vl::Camera | [inline] |
| frustum() | vl::Camera | [inline] |
| getViewMatrixAsLookAt(vec3 &eye, vec3 &at, vec3 &up, vec3 &right) const | vl::Camera | |
| incReference() const | vl::Object | [inline] |
| left() const | vl::Camera | [inline] |
| mAutomaticDelete | vl::Object | [protected] |
| mBottom | vl::Camera | [protected] |
| mBoundTransform | vl::Camera | [protected] |
| mFarPlane | vl::Camera | [protected] |
| mFOV | vl::Camera | [protected] |
| mFrustum | vl::Camera | [protected] |
| mLeft | vl::Camera | [protected] |
| mModelingMatrix | vl::Camera | [protected] |
| mNearPlane | vl::Camera | [protected] |
| mObjectName | vl::Object | [protected] |
| modelingMatrix() const | vl::Camera | [inline] |
| mProjectionMatrix | vl::Camera | [protected] |
| mProjectionType | vl::Camera | [protected] |
| mRefCountMutex | vl::Object | [protected] |
| mReferenceCount | vl::Object | [mutable, protected] |
| mRight | vl::Camera | [protected] |
| mTop | vl::Camera | [protected] |
| mViewMatrix | vl::Camera | [protected] |
| mViewport | vl::Camera | [protected] |
| nearPlane() const | vl::Camera | [inline] |
| Object() | vl::Object | [inline] |
| Object(const Object &other) | vl::Object | [inline] |
| objectName() const | vl::Object | [inline] |
| operator=(const Object &other) | vl::Object | [inline] |
| project(const vec4 &in_world, vec4 &out_viewp) const | vl::Camera | |
| projectionMatrix() const | vl::Camera | [inline] |
| projectionMatrixType() const | vl::Camera | [inline] |
| refCountMutex() | vl::Object | [inline] |
| refCountMutex() const | vl::Object | [inline] |
| referenceCount() const | vl::Object | [inline] |
| right() const | vl::Camera | [inline] |
| setAutomaticDelete(bool autodel_on) | vl::Object | [inline] |
| setBottom(real v) | vl::Camera | [inline] |
| setFarPlane(real farplane) | vl::Camera | [inline] |
| setFOV(real fov) | vl::Camera | [inline] |
| setFrustum(const Frustum &frustum) | vl::Camera | [inline] |
| setLeft(real v) | vl::Camera | [inline] |
| setModelingMatrix(const mat4 &mat) | vl::Camera | [inline] |
| setNearPlane(real nearplane) | vl::Camera | [inline] |
| setObjectName(const char *name) | vl::Object | [inline] |
| setProjectionFrustum(real left, real right, real bottom, real top, real znear, real zfar) | vl::Camera | |
| setProjectionMatrix(const mat4 &mat, EProjectionMatrixType proj_type) | vl::Camera | [inline] |
| setProjectionOrtho(real left, real right, real bottom, real top, real znear, real zfar) | vl::Camera | |
| setProjectionOrtho() | vl::Camera | |
| setProjectionOrtho(real offset) | vl::Camera | |
| setProjectionPerspective() | vl::Camera | |
| setProjectionPerspective(real fov, real near, real far) | vl::Camera | |
| setRefCountMutex(IMutex *mutex) | vl::Object | [inline] |
| setRight(real v) | vl::Camera | [inline] |
| setTop(real v) | vl::Camera | [inline] |
| setViewMatrix(const mat4 &mat) | vl::Camera | [inline] |
| setViewMatrixLookAt(const vec3 &eye, const vec3 &at, const vec3 &up) | vl::Camera | |
| setViewport(Viewport *viewport) | vl::Camera | [inline] |
| top() const | vl::Camera | [inline] |
| unproject(const vec3 &in_viewp, vec4 &out_world) const | vl::Camera | |
| unproject(std::vector< vec3 > &points) const | vl::Camera | |
| viewMatrix() const | vl::Camera | [inline] |
| viewport() | vl::Camera | [inline] |
| viewport() const | vl::Camera | [inline] |
| ~Object() | vl::Object | [protected, virtual] |