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makVrl.Matrix4 Member List

This is the complete list of members for makVrl.Matrix4, including all inherited members.

Add(Matrix4 left, Matrix4 right)makVrl.Matrix4inlinestatic
Add(ref Matrix4 left, ref Matrix4 right, out Matrix4 result)makVrl.Matrix4inlinestatic
ClearProjection()makVrl.Matrix4inline
ClearRotation()makVrl.Matrix4inline
ClearScale()makVrl.Matrix4inline
ClearTranslation()makVrl.Matrix4inline
Column0makVrl.Matrix4
Column1makVrl.Matrix4
Column2makVrl.Matrix4
Column3makVrl.Matrix4
CreateFromAxisAngle(Vector3f axis, float angle, out Matrix4 result)makVrl.Matrix4inlinestatic
CreateFromAxisAngle(Vector3f axis, float angle)makVrl.Matrix4inlinestatic
CreateFromQuaternion(ref Quaternion q, out Matrix4 result)makVrl.Matrix4inlinestatic
CreateFromQuaternion(Quaternion q)makVrl.Matrix4inlinestatic
CreateOrthographic(float width, float height, float zNear, float zFar, out Matrix4 result)makVrl.Matrix4inlinestatic
CreateOrthographic(float width, float height, float zNear, float zFar)makVrl.Matrix4inlinestatic
CreateOrthographicOffCenter(float left, float right, float bottom, float top, float zNear, float zFar, out Matrix4 result)makVrl.Matrix4inlinestatic
CreateOrthographicOffCenter(float left, float right, float bottom, float top, float zNear, float zFar)makVrl.Matrix4inlinestatic
CreatePerspectiveFieldOfView(float fovy, float aspect, float zNear, float zFar, out Matrix4 result)makVrl.Matrix4inlinestatic
CreatePerspectiveFieldOfView(float fovy, float aspect, float zNear, float zFar)makVrl.Matrix4inlinestatic
CreatePerspectiveOffCenter(float left, float right, float bottom, float top, float zNear, float zFar, out Matrix4 result)makVrl.Matrix4inlinestatic
CreatePerspectiveOffCenter(float left, float right, float bottom, float top, float zNear, float zFar)makVrl.Matrix4inlinestatic
CreateRotationX(float angle, out Matrix4 result)makVrl.Matrix4inlinestatic
CreateRotationX(float angle)makVrl.Matrix4inlinestatic
CreateRotationY(float angle, out Matrix4 result)makVrl.Matrix4inlinestatic
CreateRotationY(float angle)makVrl.Matrix4inlinestatic
CreateRotationZ(float angle, out Matrix4 result)makVrl.Matrix4inlinestatic
CreateRotationZ(float angle)makVrl.Matrix4inlinestatic
CreateScale(float scale)makVrl.Matrix4inlinestatic
CreateScale(Vector3f scale)makVrl.Matrix4inlinestatic
CreateScale(float x, float y, float z)makVrl.Matrix4inlinestatic
CreateScale(float scale, out Matrix4 result)makVrl.Matrix4inlinestatic
CreateScale(ref Vector3f scale, out Matrix4 result)makVrl.Matrix4inlinestatic
CreateScale(float x, float y, float z, out Matrix4 result)makVrl.Matrix4inlinestatic
CreateTranslation(float x, float y, float z, out Matrix4 result)makVrl.Matrix4inlinestatic
CreateTranslation(ref Vector3f vector, out Matrix4 result)makVrl.Matrix4inlinestatic
CreateTranslation(float x, float y, float z)makVrl.Matrix4inlinestatic
CreateTranslation(Vector3f vector)makVrl.Matrix4inlinestatic
DeterminantmakVrl.Matrix4
DiagonalmakVrl.Matrix4
Equals(object obj)makVrl.Matrix4inline
Equals(Matrix4 other)makVrl.Matrix4inline
ExtractProjection()makVrl.Matrix4inline
ExtractRotation(bool row_normalise=true)makVrl.Matrix4inline
ExtractScale()makVrl.Matrix4inline
ExtractTranslation()makVrl.Matrix4inline
Frustum(float left, float right, float bottom, float top, float near, float far)makVrl.Matrix4inlinestatic
GetHashCode()makVrl.Matrix4inline
IdentitymakVrl.Matrix4static
Invert()makVrl.Matrix4inline
Invert(ref Matrix4 mat, out Matrix4 result)makVrl.Matrix4inlinestatic
Invert(Matrix4 mat)makVrl.Matrix4inlinestatic
Inverted()makVrl.Matrix4inline
LookAt(Vector3f eye, Vector3f target, Vector3f up)makVrl.Matrix4inlinestatic
LookAt(float eyeX, float eyeY, float eyeZ, float targetX, float targetY, float targetZ, float upX, float upY, float upZ)makVrl.Matrix4inlinestatic
M11makVrl.Matrix4
M12makVrl.Matrix4
M13makVrl.Matrix4
M14makVrl.Matrix4
M21makVrl.Matrix4
M22makVrl.Matrix4
M23makVrl.Matrix4
M24makVrl.Matrix4
M31makVrl.Matrix4
M32makVrl.Matrix4
M33makVrl.Matrix4
M34makVrl.Matrix4
M41makVrl.Matrix4
M42makVrl.Matrix4
M43makVrl.Matrix4
M44makVrl.Matrix4
Matrix4(Vector4 row0, Vector4 row1, Vector4 row2, Vector4 row3)makVrl.Matrix4inline
Matrix4(float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33)makVrl.Matrix4inline
Mult(Matrix4 left, Matrix4 right)makVrl.Matrix4inlinestatic
Mult(ref Matrix4 left, ref Matrix4 right, out Matrix4 result)makVrl.Matrix4inlinestatic
Mult(Matrix4 left, float right)makVrl.Matrix4inlinestatic
Mult(ref Matrix4 left, float right, out Matrix4 result)makVrl.Matrix4inlinestatic
Normalize()makVrl.Matrix4inline
Normalized()makVrl.Matrix4inline
operator!=(Matrix4 left, Matrix4 right)makVrl.Matrix4inlinestatic
operator*(Matrix4 left, Matrix4 right)makVrl.Matrix4inlinestatic
operator*(Matrix4 left, float right)makVrl.Matrix4inlinestatic
operator+(Matrix4 left, Matrix4 right)makVrl.Matrix4inlinestatic
operator-(Matrix4 left, Matrix4 right)makVrl.Matrix4inlinestatic
operator==(Matrix4 left, Matrix4 right)makVrl.Matrix4inlinestatic
Perspective(float fovy, float aspect, float near, float far)makVrl.Matrix4inlinestatic
Rotate(Vector3f axis, float angle)makVrl.Matrix4inlinestatic
Rotate(Quaternion q)makVrl.Matrix4inlinestatic
RotateX(float angle)makVrl.Matrix4inlinestatic
RotateY(float angle)makVrl.Matrix4inlinestatic
RotateZ(float angle)makVrl.Matrix4inlinestatic
Row0makVrl.Matrix4
Row1makVrl.Matrix4
Row2makVrl.Matrix4
Row3makVrl.Matrix4
Scale(float scale)makVrl.Matrix4inlinestatic
Scale(Vector3f scale)makVrl.Matrix4inlinestatic
Scale(float x, float y, float z)makVrl.Matrix4inlinestatic
Subtract(Matrix4 left, Matrix4 right)makVrl.Matrix4inlinestatic
Subtract(ref Matrix4 left, ref Matrix4 right, out Matrix4 result)makVrl.Matrix4inlinestatic
this[int rowIndex, int columnIndex]makVrl.Matrix4
ToString()makVrl.Matrix4inline
TracemakVrl.Matrix4
Translation(Vector3f trans)makVrl.Matrix4inlinestatic
Translation(float x, float y, float z)makVrl.Matrix4inlinestatic
Transpose()makVrl.Matrix4inline
Transpose(Matrix4 mat)makVrl.Matrix4inlinestatic
Transpose(ref Matrix4 mat, out Matrix4 result)makVrl.Matrix4inlinestatic
ZeromakVrl.Matrix4static

Document ID: Generated on Fri Dec 2 02:42:08 EST 2016 from SVN revision 171416
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