CalcAttenuationNoRotation(const Vector3f &pos, float radius) | salt::Matrix | |
CalcAttenuationWithRotation(const Matrix &lightWorldMatrix, float radius) | salt::Matrix | |
CalcInfiniteFrustum(float left, float right, float bottom, float top, float zNear) | salt::Matrix | |
CalcInfiniteProjection(float width, float height, float fov, float zNear) | salt::Matrix | |
CalcSpotLight(const Matrix &lightWorldTransform, float fov, float width, float height, float zNear) | salt::Matrix | |
Dump() const | salt::Matrix | |
El(int inRow, int inColumn) | salt::Matrix | [inline, protected] |
El(int inRow, int inColumn) const | salt::Matrix | [inline, protected] |
Forward() const | salt::Matrix | [inline] |
Forward() | salt::Matrix | [inline] |
GetIdentity() | salt::Matrix | [inline, static] |
Identity() | salt::Matrix | [inline] |
InverseRotate(const Vector3f &inVector) const | salt::Matrix | |
InvertRotationMatrix() | salt::Matrix | |
IsEqual(const Matrix &matrix) const | salt::Matrix | |
LookAt(const Vector3f &inEye, const Vector3f &inDirection, const Vector3f &inUp) | salt::Matrix | |
m | salt::Matrix | |
Matrix() | salt::Matrix | [inline] |
Matrix(float *newMatrix) | salt::Matrix | [inline] |
Matrix(const Matrix &newMatrix) | salt::Matrix | [inline] |
Matrix(Matrix *newMatrix) | salt::Matrix | [inline] |
Matrix(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) | salt::Matrix | |
mIdentity | salt::Matrix | [private, static] |
operator *(const Matrix &inRHS) const | salt::Matrix | |
operator *(const Vector3f &inRHS) const | salt::Matrix | |
operator *(const Vector2f &inRHS) const | salt::Matrix | |
operator *=(const Matrix &inRHS) | salt::Matrix | |
operator()(int inRow, int inColumn) | salt::Matrix | [inline] |
operator()(int inRow, int inColumn) const | salt::Matrix | [inline] |
Pos() const | salt::Matrix | [inline] |
Pos() | salt::Matrix | [inline] |
Right() const | salt::Matrix | [inline] |
Right() | salt::Matrix | [inline] |
Rotate(const Vector3f &inVector) const | salt::Matrix | |
RotateX(float inAngle) | salt::Matrix | |
RotateY(float inAngle) | salt::Matrix | |
RotateZ(float inAngle) | salt::Matrix | |
RotationX(float inAngle) | salt::Matrix | |
RotationY(float inAngle) | salt::Matrix | |
RotationZ(float inAngle) | salt::Matrix | |
Scale(const Vector3f &inVector) | salt::Matrix | |
Set(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) | salt::Matrix | |
Transform(const Vector3f &inVector) const | salt::Matrix | |
Translate(const Vector3f &inVector) | salt::Matrix | |
Translation(const Vector3f &inVector) | salt::Matrix | |
Up() const | salt::Matrix | [inline] |
Up() | salt::Matrix | [inline] |