4x4 matrix in the layout OpenGL/GLSL expect: column-major, m[col][row].
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#include <deki/Vector.h>
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| static Mat4 | Identity () |
| static Mat4 | Ortho (float left, float right, float bottom, float top, float nearZ, float farZ) |
| static Mat4 | Perspective (float fovYRadians, float aspect, float nearZ, float farZ) |
| | OpenGL-style perspective; fovYRadians is the vertical field of view.
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4x4 matrix in the layout OpenGL/GLSL expect: column-major, m[col][row].
Identity by default.
◆ Mat4()
◆ Identity()
| Mat4 Deki::Mat4::Identity |
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inlinestatic |
◆ Ortho()
| Mat4 Deki::Mat4::Ortho |
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float | left, |
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float | right, |
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float | bottom, |
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float | top, |
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float | nearZ, |
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float | farZ ) |
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inlinestatic |
◆ Perspective()
| Mat4 Deki::Mat4::Perspective |
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float | fovYRadians, |
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float | aspect, |
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float | nearZ, |
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float | farZ ) |
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inlinestatic |
OpenGL-style perspective; fovYRadians is the vertical field of view.
| float Deki::Mat4::m[4][4] |
The documentation for this struct was generated from the following file: