From 675391d07f50d0067e7bab983433c6d86f5f8256 Mon Sep 17 00:00:00 2001 From: jjesswan Date: Tue, 7 May 2024 06:03:03 -0400 Subject: remove glm --- glm-master/doc/api/a00243.html | 2717 ---------------------------------------- 1 file changed, 2717 deletions(-) delete mode 100644 glm-master/doc/api/a00243.html (limited to 'glm-master/doc/api/a00243.html') diff --git a/glm-master/doc/api/a00243.html b/glm-master/doc/api/a00243.html deleted file mode 100644 index 834d89c..0000000 --- a/glm-master/doc/api/a00243.html +++ /dev/null @@ -1,2717 +0,0 @@ - - - - - - -0.9.9 API documentation: GLM_EXT_matrix_clip_space - - - - - - - - - - -
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GLM_EXT_matrix_clip_space
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Defines functions that generate clip space transformation matrices. -More...

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-Functions

template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > frustum (T left, T right, T bottom, T top, T near, T far)
 Creates a frustum matrix with default handedness, using the default handedness and default near and far clip planes definition. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 mat< 4, 4, T, defaultp > frustumLH_NO (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 mat< 4, 4, T, defaultp > frustumLH_ZO (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 mat< 4, 4, T, defaultp > frustumNO (T left, T right, T bottom, T top, T near, T far)
 Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 mat< 4, 4, T, defaultp > frustumRH_NO (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 mat< 4, 4, T, defaultp > frustumRH_ZO (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 mat< 4, 4, T, defaultp > frustumZO (T left, T right, T bottom, T top, T near, T far)
 Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 mat< 4, 4, 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 mat< 4, 4, 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 >
GLM_FUNC_DECL mat< 4, 4, 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 mat< 4, 4, 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 and default near and far clip planes definition. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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-handed coordinates. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > orthoLH_NO (T left, T right, T bottom, T top, T zNear, T zFar)
 Creates a matrix for an orthographic parallel viewing volume using right-handed coordinates. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > orthoLH_ZO (T left, T right, T bottom, T top, T zNear, T zFar)
 Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > orthoNO (T left, T right, T bottom, T top, T zNear, T zFar)
 Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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-handed coordinates. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > orthoRH_NO (T left, T right, T bottom, T top, T zNear, T zFar)
 Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > orthoRH_ZO (T left, T right, T bottom, T top, T zNear, T zFar)
 Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > orthoZO (T left, T right, T bottom, T top, T zNear, T zFar)
 Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 and default near and far clip planes definition. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 and default near and far clip planes definition. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 mat< 4, 4, T, defaultp > perspectiveFovLH_NO (T fov, T width, T height, T near, T far)
 Builds a perspective projection matrix based on a field of view using left-handed coordinates. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveFovLH_ZO (T fov, T width, T height, T near, T far)
 Builds a perspective projection matrix based on a field of view using left-handed coordinates. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveFovNO (T fov, T width, T height, T near, T far)
 Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 mat< 4, 4, T, defaultp > perspectiveFovRH_NO (T fov, T width, T height, T near, T far)
 Builds a perspective projection matrix based on a field of view using right-handed coordinates. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveFovRH_ZO (T fov, T width, T height, T near, T far)
 Builds a perspective projection matrix based on a field of view using right-handed coordinates. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveFovZO (T fov, T width, T height, T near, T far)
 Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 mat< 4, 4, T, defaultp > perspectiveLH_NO (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 mat< 4, 4, T, defaultp > perspectiveLH_ZO (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 mat< 4, 4, T, defaultp > perspectiveNO (T fovy, T aspect, T near, T far)
 Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveRH_NO (T fovy, T aspect, T near, T far)
 Creates a matrix for a right handed, symetric perspective-view frustum. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveRH_ZO (T fovy, T aspect, T near, T far)
 Creates a matrix for a right handed, symetric perspective-view frustum. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveZO (T fovy, T aspect, T near, T far)
 Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 mat< 4, 4, 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...
 
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Detailed Description

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Defines functions that generate clip space transformation matrices.

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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.

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Include <glm/ext/matrix_clip_space.hpp> to use the features of this extension.

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See also
GLM_EXT_matrix_transform
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-GLM_EXT_matrix_projection
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Function Documentation

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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::frustum (left,
right,
bottom,
top,
near,
far 
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Creates a frustum matrix with default handedness, using the default handedness and default near and far clip planes definition.

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To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.

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See also
glFrustum man page
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::frustumLH (left,
right,
bottom,
top,
near,
far 
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Creates a left handed frustum matrix.

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If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)

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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::frustumLH_NO (left,
right,
bottom,
top,
near,
far 
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Creates a left handed frustum matrix.

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The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)

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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::frustumLH_ZO (left,
right,
bottom,
top,
near,
far 
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Creates a left handed frustum matrix.

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The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)

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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::frustumNO (left,
right,
bottom,
top,
near,
far 
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Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.

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The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)

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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::frustumRH (left,
right,
bottom,
top,
near,
far 
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Creates a right handed frustum matrix.

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If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)

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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::frustumRH_NO (left,
right,
bottom,
top,
near,
far 
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Creates a right handed frustum matrix.

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The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)

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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::frustumRH_ZO (left,
right,
bottom,
top,
near,
far 
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Creates a right handed frustum matrix.

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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::frustumZO (left,
right,
bottom,
top,
near,
far 
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Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.

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The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)

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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::infinitePerspective (fovy,
aspect,
near 
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Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness.

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fovySpecifies the field of view angle, in degrees, in the y direction. Expressed in radians.
aspectSpecifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::infinitePerspectiveLH (fovy,
aspect,
near 
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Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite.

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fovySpecifies the field of view angle, in degrees, in the y direction. Expressed in radians.
aspectSpecifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::infinitePerspectiveRH (fovy,
aspect,
near 
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Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite.

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fovySpecifies the field of view angle, in degrees, in the y direction. Expressed in radians.
aspectSpecifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::ortho (left,
right,
bottom,
top 
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Creates a matrix for projecting two-dimensional coordinates onto the screen.

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- glm::ortho(T const& left, T const& right, T const& bottom, T const& top, T const& zNear, T const& zFar)
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::ortho (left,
right,
bottom,
top,
zNear,
zFar 
)
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Creates a matrix for an orthographic parallel viewing volume, using the default handedness and default near and far clip planes definition.

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To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.

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- glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::orthoLH (left,
right,
bottom,
top,
zNear,
zFar 
)
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Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.

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If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)

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- glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::orthoLH_NO (left,
right,
bottom,
top,
zNear,
zFar 
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Creates a matrix for an orthographic parallel viewing volume using right-handed coordinates.

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The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)

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- glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::orthoLH_ZO (left,
right,
bottom,
top,
zNear,
zFar 
)
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Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.

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The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)

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- glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::orthoNO (left,
right,
bottom,
top,
zNear,
zFar 
)
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Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.

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The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)

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- glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::orthoRH (left,
right,
bottom,
top,
zNear,
zFar 
)
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Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates.

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If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)

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See also
- glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::orthoRH_NO (left,
right,
bottom,
top,
zNear,
zFar 
)
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Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates.

-

The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)

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Template Parameters
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TA floating-point scalar type
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See also
- glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::orthoRH_ZO (left,
right,
bottom,
top,
zNear,
zFar 
)
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- -

Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.

-

The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)

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Template Parameters
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TA floating-point scalar type
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See also
- glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::orthoZO (left,
right,
bottom,
top,
zNear,
zFar 
)
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- -

Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.

-

The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)

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Template Parameters
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TA floating-point scalar type
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See also
- glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspective (fovy,
aspect,
near,
far 
)
-
- -

Creates a matrix for a symetric perspective-view frustum based on the default handedness and default near and far clip planes definition.

-

To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.

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Parameters
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fovySpecifies the field of view angle in the y direction. Expressed in radians.
aspectSpecifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
farSpecifies the distance from the viewer to the far clipping plane (always positive).
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Template Parameters
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TA floating-point scalar type
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See also
gluPerspective man page
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveFov (fov,
width,
height,
near,
far 
)
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- -

Builds a perspective projection matrix based on a field of view and the default handedness and default near and far clip planes definition.

-

To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.

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Parameters
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fovExpressed in radians.
widthWidth of the viewport
heightHeight of the viewport
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
farSpecifies the distance from the viewer to the far clipping plane (always positive).
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Template Parameters
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TA floating-point scalar type
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveFovLH (fov,
width,
height,
near,
far 
)
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- -

Builds a left handed perspective projection matrix based on a field of view.

-

If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)

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Parameters
- - - - - - -
fovExpressed in radians.
widthWidth of the viewport
heightHeight of the viewport
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
farSpecifies the distance from the viewer to the far clipping plane (always positive).
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Template Parameters
- - -
TA floating-point scalar type
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveFovLH_NO (fov,
width,
height,
near,
far 
)
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- -

Builds a perspective projection matrix based on a field of view using left-handed coordinates.

-

The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)

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Parameters
- - - - - - -
fovExpressed in radians.
widthWidth of the viewport
heightHeight of the viewport
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
farSpecifies the distance from the viewer to the far clipping plane (always positive).
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Template Parameters
- - -
TA floating-point scalar type
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveFovLH_ZO (fov,
width,
height,
near,
far 
)
-
- -

Builds a perspective projection matrix based on a field of view using left-handed coordinates.

-

The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)

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Parameters
- - - - - - -
fovExpressed in radians.
widthWidth of the viewport
heightHeight of the viewport
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
farSpecifies the distance from the viewer to the far clipping plane (always positive).
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Template Parameters
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TA floating-point scalar type
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveFovNO (fov,
width,
height,
near,
far 
)
-
- -

Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.

-

The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)

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Parameters
- - - - - - -
fovExpressed in radians.
widthWidth of the viewport
heightHeight of the viewport
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
farSpecifies the distance from the viewer to the far clipping plane (always positive).
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Template Parameters
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TA floating-point scalar type
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveFovRH (fov,
width,
height,
near,
far 
)
-
- -

Builds a right handed perspective projection matrix based on a field of view.

-

If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)

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Parameters
- - - - - - -
fovExpressed in radians.
widthWidth of the viewport
heightHeight of the viewport
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
farSpecifies the distance from the viewer to the far clipping plane (always positive).
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Template Parameters
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TA floating-point scalar type
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveFovRH_NO (fov,
width,
height,
near,
far 
)
-
- -

Builds a perspective projection matrix based on a field of view using right-handed coordinates.

-

The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)

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Parameters
- - - - - - -
fovExpressed in radians.
widthWidth of the viewport
heightHeight of the viewport
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
farSpecifies the distance from the viewer to the far clipping plane (always positive).
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Template Parameters
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TA floating-point scalar type
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveFovRH_ZO (fov,
width,
height,
near,
far 
)
-
- -

Builds a perspective projection matrix based on a field of view using right-handed coordinates.

-

The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)

-
Parameters
- - - - - - -
fovExpressed in radians.
widthWidth of the viewport
heightHeight of the viewport
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
farSpecifies the distance from the viewer to the far clipping plane (always positive).
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Template Parameters
- - -
TA floating-point scalar type
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveFovZO (fov,
width,
height,
near,
far 
)
-
- -

Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.

-

The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)

-
Parameters
- - - - - - -
fovExpressed in radians.
widthWidth of the viewport
heightHeight of the viewport
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
farSpecifies the distance from the viewer to the far clipping plane (always positive).
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Template Parameters
- - -
TA floating-point scalar type
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveLH (fovy,
aspect,
near,
far 
)
-
- -

Creates a matrix for a left handed, symetric perspective-view frustum.

-

If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)

-
Parameters
- - - - - -
fovySpecifies the field of view angle, in degrees, in the y direction. Expressed in radians.
aspectSpecifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
farSpecifies the distance from the viewer to the far clipping plane (always positive).
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Template Parameters
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TA floating-point scalar type
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveLH_NO (fovy,
aspect,
near,
far 
)
-
- -

Creates a matrix for a left handed, symetric perspective-view frustum.

-

The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)

-
Parameters
- - - - - -
fovySpecifies the field of view angle, in degrees, in the y direction. Expressed in radians.
aspectSpecifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
farSpecifies the distance from the viewer to the far clipping plane (always positive).
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Template Parameters
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TA floating-point scalar type
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveLH_ZO (fovy,
aspect,
near,
far 
)
-
- -

Creates a matrix for a left handed, symetric perspective-view frustum.

-

The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)

-
Parameters
- - - - - -
fovySpecifies the field of view angle, in degrees, in the y direction. Expressed in radians.
aspectSpecifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
farSpecifies the distance from the viewer to the far clipping plane (always positive).
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Template Parameters
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TA floating-point scalar type
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveNO (fovy,
aspect,
near,
far 
)
-
- -

Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.

-

The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)

-
Parameters
- - - - - -
fovySpecifies the field of view angle, in degrees, in the y direction. Expressed in radians.
aspectSpecifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
farSpecifies the distance from the viewer to the far clipping plane (always positive).
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Template Parameters
- - -
TA floating-point scalar type
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveRH (fovy,
aspect,
near,
far 
)
-
- -

Creates a matrix for a right handed, symetric perspective-view frustum.

-

If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)

-
Parameters
- - - - - -
fovySpecifies the field of view angle, in degrees, in the y direction. Expressed in radians.
aspectSpecifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
farSpecifies the distance from the viewer to the far clipping plane (always positive).
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Template Parameters
- - -
TA floating-point scalar type
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveRH_NO (fovy,
aspect,
near,
far 
)
-
- -

Creates a matrix for a right handed, symetric perspective-view frustum.

-

The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)

-
Parameters
- - - - - -
fovySpecifies the field of view angle, in degrees, in the y direction. Expressed in radians.
aspectSpecifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
farSpecifies the distance from the viewer to the far clipping plane (always positive).
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Template Parameters
- - -
TA floating-point scalar type
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveRH_ZO (fovy,
aspect,
near,
far 
)
-
- -

Creates a matrix for a right handed, symetric perspective-view frustum.

-

The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)

-
Parameters
- - - - - -
fovySpecifies the field of view angle, in degrees, in the y direction. Expressed in radians.
aspectSpecifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
farSpecifies the distance from the viewer to the far clipping plane (always positive).
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Template Parameters
- - -
TA floating-point scalar type
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveZO (fovy,
aspect,
near,
far 
)
-
- -

Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.

-

The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)

-
Parameters
- - - - - -
fovySpecifies the field of view angle, in degrees, in the y direction. Expressed in radians.
aspectSpecifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
farSpecifies the distance from the viewer to the far clipping plane (always positive).
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Template Parameters
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TA floating-point scalar type
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::tweakedInfinitePerspective (fovy,
aspect,
near 
)
-
- -

Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.

-
Parameters
- - - - -
fovySpecifies the field of view angle, in degrees, in the y direction. Expressed in radians.
aspectSpecifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
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Template Parameters
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TA floating-point scalar type
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::tweakedInfinitePerspective (fovy,
aspect,
near,
ep 
)
-
- -

Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.

-
Parameters
- - - - - -
fovySpecifies the field of view angle, in degrees, in the y direction. Expressed in radians.
aspectSpecifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
nearSpecifies the distance from the viewer to the near clipping plane (always positive).
epEpsilon
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Template Parameters
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TA floating-point scalar type
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- - - - -- cgit v1.2.3-70-g09d2