glVertex  5.5.2
lglHemiDisc Member List

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

clear()lgl< VEC4, gl_type >inline
getAspect()lgl< VEC4, gl_type >inline
getEye() constlgl< VEC4, gl_type >inline
getFar()lgl< VEC4, gl_type >inline
getFovy()lgl< VEC4, gl_type >inline
getLookAt() constlgl< VEC4, gl_type >inline
getName() constlgl< VEC4, gl_type >inline
getNear()lgl< VEC4, gl_type >inline
getUp() constlgl< VEC4, gl_type >inline
lgl(const std::string &name="", bool immediate=false, bool storagetype=true)lgl< VEC4, gl_type >inline
lglActiveColoring() constlgl< VEC4, gl_type >inline
lglActiveLighting() constlgl< VEC4, gl_type >inline
lglActiveTexturing() constlgl< VEC4, gl_type >inline
lglAlphaTest(bool on=false, float value=0.0f, bool greater=true, bool equal=false)lgl< VEC4, gl_type >inlinestatic
lglAppendVerticesTo(lgl *vbo) constlgl< VEC4, gl_type >inline
lglAppliedColoring() constlgl< VEC4, gl_type >inline
lglApplyColor(const vec4f &c)lgl< VEC4, gl_type >inline
lglApplyModelMatrix()lgl< VEC4, gl_type >inline
lglApplyTexMatrix()lgl< VEC4, gl_type >inline
lglAttribute(float x, float y, float z, float w=1.0f, unsigned int n=0)lgl< VEC4, gl_type >inline
lglBackFaceCulling(bool on=true)lgl< VEC4, gl_type >inlinestatic
lglBasicGLSLFragmentShader(bool colors=false, bool normals=false, bool texcoords=false, bool tex3D=false)lgl< VEC4, gl_type >inlinestatic
lglBasicGLSLVertexShader(bool colors=false, bool normals=false, bool texcoords=false)lgl< VEC4, gl_type >inlinestatic
lglBegin(lgl_primitive_enum primitive)lgl< VEC4, gl_type >inline
lglBeginExport(void(*callback)(lgl *vbo, void *data), void *data, mat4 matrix=mat4(1))lgl< VEC4, gl_type >inlinestatic
lglBeginRayCast(vec3 origin, vec3 direction, double mindist=0)lgl< VEC4, gl_type >inlinestatic
lglBlendMode(lgl_blendmode_enum mode=LGL_BLEND_NONE)lgl< VEC4, gl_type >inlinestatic
lglClear(GLuint bits=GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)lgl< VEC4, gl_type >inlinestatic
lglClearAttributes()lgl< VEC4, gl_type >inline
lglClearColor(float r, float g, float b, float a=1)lgl< VEC4, gl_type >inlinestatic
lglClearColors()lgl< VEC4, gl_type >inline
lglClearNormals()lgl< VEC4, gl_type >inline
lglClearTexCoords()lgl< VEC4, gl_type >inline
lglClipPlane(vec4 equation=vec4(0, 0, 0, 0), unsigned int n=0, bool camera_plane=false)lgl< VEC4, gl_type >inline
lglClipPlane(double a, double b, double c, double d, unsigned int n=0, bool camera_plane=false)lgl< VEC4, gl_type >inline
lglClipPlane(vec3 point, vec3 normal, unsigned int n=0, bool camera_plane=false)lgl< VEC4, gl_type >inline
lglCloneProgram(const lgl *vbo)lgl< VEC4, gl_type >inline
lglCloneState(const lgl *vbo)lgl< VEC4, gl_type >inline
lglCloneUniforms(const lgl *vbo)lgl< VEC4, gl_type >inline
lglColor(float r, float g, float b, float a=1)lgl< VEC4, gl_type >inline
lglColoring(bool on)lgl< VEC4, gl_type >inline
lglCombineGLSLProgram(const std::string &vertex_shader, const std::string &fragment_shader)lgl< VEC4, gl_type >inlinestatic
lglCompileGLSLFragmentShader(std::string shader)lgl< VEC4, gl_type >inlinestatic
lglCompileGLSLProgram(std::string vertex_shader, std::string fragment_shader)lgl< VEC4, gl_type >inlinestatic
lglCompileGLSLProgram(std::string shader="")lgl< VEC4, gl_type >inlinestatic
lglCompileGLSLVertexShader(std::string shader)lgl< VEC4, gl_type >inlinestatic
lglComplementaryInterlacingMode(lgl_interlacing_enum mode)lgl< VEC4, gl_type >inlinestatic
lglCopyProgram(const lgl *vbo)lgl< VEC4, gl_type >inline
lglCopyUniforms(const lgl *vbo, bool warn=false)lgl< VEC4, gl_type >inline
lglCustomProgram() constlgl< VEC4, gl_type >inline
lglDeleteGLSLProgram(GLuint program)lgl< VEC4, gl_type >inlinestatic
lglDeleteGLSLShader(GLuint shader_id)lgl< VEC4, gl_type >inlinestatic
lglDeleteTexture()lgl< VEC4, gl_type >inline
lglDeleteTexture2D()lgl< VEC4, gl_type >inline
lglDeleteTexture3D()lgl< VEC4, gl_type >inline
lglDepthTest(bool on=true)lgl< VEC4, gl_type >inlinestatic
lglDisableColoring(bool off)lgl< VEC4, gl_type >inlinestatic
lglDisableLighting(bool off)lgl< VEC4, gl_type >inlinestatic
lglDisableTexturing(bool off)lgl< VEC4, gl_type >inlinestatic
lglDisableViewCulling()lgl< VEC4, gl_type >inlinestatic
lglEnableViewCulling(int minsize=0)lgl< VEC4, gl_type >inlinestatic
lglEnd()lgl< VEC4, gl_type >inline
lglEndExport()lgl< VEC4, gl_type >inlinestatic
lglEndRayCast()lgl< VEC4, gl_type >inlinestatic
lglError(std::string e)lgl< VEC4, gl_type >inlinestatic
lglExport(lgl *vbo)lgl< VEC4, gl_type >inlinestatic
lglFatal(std::string e)lgl< VEC4, gl_type >inlinestatic
lglFog(float density=0.0f, vec4f color=vec4f(1))lgl< VEC4, gl_type >inlinestatic
lglFrustum(double left, double right, double bottom, double top, double nearp, double farp)lgl< VEC4, gl_type >inline
lglGetActiveProgram() constlgl< VEC4, gl_type >inline
lglGetAlphaTest()lgl< VEC4, gl_type >inlinestatic
lglGetAlphaTestEqual()lgl< VEC4, gl_type >inlinestatic
lglGetAlphaTestGreater()lgl< VEC4, gl_type >inlinestatic
lglGetAlphaTestValue()lgl< VEC4, gl_type >inlinestatic
lglGetBackFaceCulling()lgl< VEC4, gl_type >inlinestatic
lglGetBlending()lgl< VEC4, gl_type >inlinestatic
lglGetBlendMode()lgl< VEC4, gl_type >inlinestatic
lglGetBoundingBox(vec3 &bboxmin, vec3 &bboxmax) constlgl< VEC4, gl_type >inline
lglGetBoundingSphere(vec3 &center) constlgl< VEC4, gl_type >inline
lglGetCenter() constlgl< VEC4, gl_type >inline
lglGetClipPlane(unsigned int n=0)lgl< VEC4, gl_type >inlinestatic
lglGetClipPlaneEquation(unsigned int n=0)lgl< VEC4, gl_type >inlinestatic
lglGetClipPlaneEquation(vec3 point, vec3 normal)lgl< VEC4, gl_type >inlinestatic
lglGetColor() constlgl< VEC4, gl_type >inline
lglGetColorAttributes() constlgl< VEC4, gl_type >inline
lglGetColoring() constlgl< VEC4, gl_type >inline
lglGetDepthTest()lgl< VEC4, gl_type >inlinestatic
lglGetError()lgl< VEC4, gl_type >inlinestatic
lglGetExtent() constlgl< VEC4, gl_type >inline
lglGetFog()lgl< VEC4, gl_type >inlinestatic
lglGetFogColor()lgl< VEC4, gl_type >inlinestatic
lglGetFogDensity()lgl< VEC4, gl_type >inlinestatic
lglGetGLSLVersion()lgl< VEC4, gl_type >inlinestatic
lglGetGLSLVersionString()lgl< VEC4, gl_type >inlinestatic
lglGetGLVersion()lgl< VEC4, gl_type >inlinestatic
lglGetInterlacingMode()lgl< VEC4, gl_type >inlinestatic
lglGetInverseModelViewMatrix() constlgl< VEC4, gl_type >inline
lglGetInverseTransposeManip()lgl< VEC4, gl_type >inlinestatic
lglGetInverseTransposeModelMatrix() constlgl< VEC4, gl_type >inline
lglGetInverseTransposeModelViewMatrix() constlgl< VEC4, gl_type >inline
lglGetLighting() constlgl< VEC4, gl_type >inline
lglGetLightParameters(vec3f &ka, vec3f &kd, vec3f &ks, vec3f &Ia, vec3f &Id, vec3f &Is, float &exponent, vec3f &falloff) constlgl< VEC4, gl_type >inline
lglGetLightSourceParameters(vec3f &Ia, vec3f &Id, vec3f &Is, vec3f &falloff) constlgl< VEC4, gl_type >inline
lglGetLightVector() constlgl< VEC4, gl_type >inline
lglGetLineWidth()lgl< VEC4, gl_type >inlinestatic
lglGetManip()lgl< VEC4, gl_type >inlinestatic
lglGetMaterialParameters(vec3f &ka, vec3f &kd, vec3f &ks, float &exponent) constlgl< VEC4, gl_type >inline
lglGetMatrix() constlgl< VEC4, gl_type >inline
lglGetMatrixMode() constlgl< VEC4, gl_type >inline
lglGetMaxAbsCoord() constlgl< VEC4, gl_type >inline
lglGetMaxExtent() constlgl< VEC4, gl_type >inline
lglGetModelMatrix() constlgl< VEC4, gl_type >inline
lglGetModelViewMatrix() constlgl< VEC4, gl_type >inline
lglGetModelViewProjectionMatrix() constlgl< VEC4, gl_type >inline
lglGetNorm() constlgl< VEC4, gl_type >inline
lglGetNormalAttributes() constlgl< VEC4, gl_type >inline
lglGetPolygonMode()lgl< VEC4, gl_type >inlinestatic
lglGetPrimitiveCount() constlgl< VEC4, gl_type >inline
lglGetProgram() constlgl< VEC4, gl_type >inline
lglGetProjectionMatrix() constlgl< VEC4, gl_type >inline
lglGetRadius() constlgl< VEC4, gl_type >inline
lglGetRayCastDistance()lgl< VEC4, gl_type >inlinestatic
lglGetRenderer()lgl< VEC4, gl_type >inlinestatic
lglGetRGBAWrite()lgl< VEC4, gl_type >inlinestatic
lglGetTexCoordAttributes() constlgl< VEC4, gl_type >inline
lglGetTexCoordGen()lgl< VEC4, gl_type >inline
lglGetTexMatrix() constlgl< VEC4, gl_type >inline
lglGetTexture2D() constlgl< VEC4, gl_type >inline
lglGetTexture3D() constlgl< VEC4, gl_type >inline
lglGetTextureMatrix() constlgl< VEC4, gl_type >inline
lglGetTexturing() constlgl< VEC4, gl_type >inline
lglGetVendor()lgl< VEC4, gl_type >inlinestatic
lglGetVendorName()lgl< VEC4, gl_type >inlinestatic
lglGetVertexCoordinates() constlgl< VEC4, gl_type >inline
lglGetVertexCount() constlgl< VEC4, gl_type >inline
lglGetVertexMode() constlgl< VEC4, gl_type >inline
lglGetWarning()lgl< VEC4, gl_type >inlinestatic
lglGetZWrite()lgl< VEC4, gl_type >inlinestatic
lglInitializeOpenGL(float r=0, float g=0, float b=0, float a=1, bool ztest=true, bool culling=false)lgl< VEC4, gl_type >inlinestatic
lglInterlacingMode(lgl_interlacing_enum mode)lgl< VEC4, gl_type >inlinestatic
lglInterleavedVertexArray(lgl_primitive_enum primitive, const float *interleaved_array, unsigned int vertices, int colors=0, int normals=0, int texcoords=0)lgl< VEC4, gl_type >inline
lglIntersect(vec3 origin, vec3 direction, mat4 m, double mindist=0) constlgl< VEC4, gl_type >inline
lglIntersect(vec3 origin, vec3 direction, double mindist=0) constlgl< VEC4, gl_type >inline
lglIsManipApplied()lgl< VEC4, gl_type >inlinestatic
lglLight(vec4f light=vec4f(0, 0, 1, 0), bool camera_light=true, vec3f ka=vec3f(0.1f), vec3f kd=vec3f(0.7f), vec3f ks=vec3f(0.2f), vec3f Ia=vec3f(1), vec3f Id=vec3f(1), vec3f Is=vec3f(1), float exponent=30, vec3f falloff=vec3f(1, 0, 0))lgl< VEC4, gl_type >inline
lglLightDirection(vec3f light=vec3f(0, 0, 1), bool camera_light=true)lgl< VEC4, gl_type >inline
lglLighting(bool on)lgl< VEC4, gl_type >inline
lglLightParameters(vec3f ka=vec3f(0.1f), vec3f kd=vec3f(0.7f), vec3f ks=vec3f(0.2f), vec3f Ia=vec3f(1), vec3f Id=vec3f(1), vec3f Is=vec3f(1), float exponent=30, vec3f falloff=vec3f(1, 0, 0))lgl< VEC4, gl_type >inline
lglLightPosition(vec3f light=vec3f(0, 0, 0), bool camera_light=true)lgl< VEC4, gl_type >inline
lglLightSourceParameters(vec3f Ia=vec3f(1), vec3f Id=vec3f(1), vec3f Is=vec3f(1), vec3f falloff=vec3f(1, 0, 0))lgl< VEC4, gl_type >inline
lglLightVector(vec4f light=vec4f(0, 0, 1, 0), bool camera_light=true)lgl< VEC4, gl_type >inline
lglLineWidth(float width=1.0f)lgl< VEC4, gl_type >inlinestatic
lglLinkGLSLProgram(GLuint vertex_shader_id, GLuint fragment_shader_id, GLuint custom_shader_program=0)lgl< VEC4, gl_type >inlinestatic
lglLoadGLSLProgram(const char *vertex_shader_file, const char *fragment_shader_file)lgl< VEC4, gl_type >inlinestatic
lglLoadGLSLProgram(const char *shader_file)lgl< VEC4, gl_type >inlinestatic
lglLoadIdentity()lgl< VEC4, gl_type >inline
lglLoadMatrix(const mat4 &matrix)lgl< VEC4, gl_type >inline
lglLookAt(const vec3 &eye, const vec3 &at, const vec3 &up=vec3(0, 1, 0))lgl< VEC4, gl_type >inline
lglLookAt(double eye_x, double eye_y, double eye_z, double at_x, double at_y, double at_z, double up_x=0, double up_y=1, double up_z=0)lgl< VEC4, gl_type >inline
lglManip(bool on=true)lgl< VEC4, gl_type >inlinestatic
lglManip(const mat4 &manip)lgl< VEC4, gl_type >inlinestatic
lglManip(double focus, double angle, double tilt, double zoom)lgl< VEC4, gl_type >inlinestatic
lglManip(double dx, double dy, double zoom=1)lgl< VEC4, gl_type >inlinestatic
lglManip(vec2 delta, double zoom=1)lgl< VEC4, gl_type >inlinestatic
lglMapGL2GLSLVersion(int glversion)lgl< VEC4, gl_type >inlinestatic
lglMaterialParameters(vec3f ka=vec3f(0.1f), vec3f kd=vec3f(0.7f), vec3f ks=vec3f(0.2f), float exponent=30)lgl< VEC4, gl_type >inline
lglMatrixMode(lgl_matrixmode_enum mode=LGL_MODELVIEW)lgl< VEC4, gl_type >inline
lglMessage(std::string m)lgl< VEC4, gl_type >inlinestatic
lglModel()lgl< VEC4, gl_type >inline
lglModel(const mat4 &model)lgl< VEC4, gl_type >inline
lglModelView()lgl< VEC4, gl_type >inline
lglModelView(const mat4 &modelview)lgl< VEC4, gl_type >inline
lglMultMatrix(const mat4 &matrix)lgl< VEC4, gl_type >inline
lglNormal(float x, float y, float z)lgl< VEC4, gl_type >inline
lglOrtho(double left, double right, double bottom, double top, double nearp=-1, double farp=1)lgl< VEC4, gl_type >inline
lglParallel(const vec3 &p, const vec3 &n, const vec3 &d)lgl< VEC4, gl_type >inline
lglPerspective(double fovy, double aspect, double nearp, double farp)lgl< VEC4, gl_type >inline
lglPlainGLSLFragmentShader()lgl< VEC4, gl_type >inlinestatic
lglPlainGLSLProgram()lgl< VEC4, gl_type >inlinestatic
lglPlainGLSLVertexShader()lgl< VEC4, gl_type >inlinestatic
lglPolygonMode(lgl_polygonmode_enum mode)lgl< VEC4, gl_type >inlinestatic
lglPopMatrix()lgl< VEC4, gl_type >inline
lglPrintUniforms()lgl< VEC4, gl_type >inline
lglProjection()lgl< VEC4, gl_type >inline
lglProjection(const mat4 &projection)lgl< VEC4, gl_type >inline
lglProjection(double left, double right, double bottom, double top, double nearp, double farp)lgl< VEC4, gl_type >inline
lglProjection(double fovy, double aspect, double nearp, double farp)lgl< VEC4, gl_type >inline
lglPushMatrix()lgl< VEC4, gl_type >inline
lglRayCast(lgl *vbo)lgl< VEC4, gl_type >inlinestatic
lglReadRGBPixels(int x, int y, int width, int height)lgl< VEC4, gl_type >inlinestatic
lglRender(const lgl *vbo=NULL)lgl< VEC4, gl_type >inlinevirtual
lglReplaceDefaultProgram(GLuint program, bool colors=false, bool normals=true, bool texcoords=false, bool tex3D=false)lgl< VEC4, gl_type >inline
lglResetManip()lgl< VEC4, gl_type >inlinestatic
lglReuseProgram(GLuint program)lgl< VEC4, gl_type >inline
lglRGBAWrite(bool r=true, bool g=true, bool b=true, bool a=true)lgl< VEC4, gl_type >inlinestatic
lglRotate(double angle, const vec3 &v)lgl< VEC4, gl_type >inline
lglRotate(double angle, double vx, double vy, double vz)lgl< VEC4, gl_type >inline
lglRotateX(double angle)lgl< VEC4, gl_type >inline
lglRotateY(double angle)lgl< VEC4, gl_type >inline
lglRotateZ(double angle)lgl< VEC4, gl_type >inline
lglSampler(std::string sampler, int value=0, bool warn=true)lgl< VEC4, gl_type >inline
lglSampler(unsigned int index, int value=0, bool warn=true)lgl< VEC4, gl_type >inline
lglSampler2D(std::string sampler, GLuint texid2D, int value=0, bool warn=true)lgl< VEC4, gl_type >inline
lglSampler2D(unsigned int index, GLuint texid2D, int value=0, bool warn=true)lgl< VEC4, gl_type >inline
lglSampler3D(std::string sampler, GLuint texid3D, int value=0, bool warn=true)lgl< VEC4, gl_type >inline
lglSampler3D(unsigned int index, GLuint texid3D, int value=0, bool warn=true)lgl< VEC4, gl_type >inline
lglScale(const vec4 &c)lgl< VEC4, gl_type >inline
lglScale(double s, double t, double r, double w=1)lgl< VEC4, gl_type >inline
lglScale(double s, double w=1)lgl< VEC4, gl_type >inline
lglSplitGLSLProgram(std::string shader, std::string &vertex_shader, std::string &fragment_shader)lgl< VEC4, gl_type >inlinestatic
lglSupportsGLSL()lgl< VEC4, gl_type >inlinestatic
lglTex()lgl< VEC4, gl_type >inline
lglTex(const mat4 &tex)lgl< VEC4, gl_type >inline
lglTex(const vec4 &scale, const vec4 &offset)lgl< VEC4, gl_type >inline
lglTexCoord(float s, float t=0, float r=0, float w=1)lgl< VEC4, gl_type >inline
lglTexCoordGen(lgl_texgenmode_enum mode=LGL_TEXGEN_LINEAR, double mix=0.5)lgl< VEC4, gl_type >inline
lglTexture()lgl< VEC4, gl_type >inline
lglTexture(const mat4 &texture)lgl< VEC4, gl_type >inline
lglTexture2D(GLuint texid, bool owner=false)lgl< VEC4, gl_type >inline
lglTexture3D(GLuint texid, bool owner=false)lgl< VEC4, gl_type >inline
lglTexturing(bool on)lgl< VEC4, gl_type >inline
lglTranslate(const vec4 &v)lgl< VEC4, gl_type >inline
lglTranslate(double x, double y, double z, double w=1)lgl< VEC4, gl_type >inline
lglUniform(std::string uniform, bool warn=true)lgl< VEC4, gl_type >inline
lglUniform2fv(std::string uniform, const float value[2], bool warn=true)lgl< VEC4, gl_type >inline
lglUniform3fv(std::string uniform, const float value[3], bool warn=true)lgl< VEC4, gl_type >inline
lglUniform4fv(std::string uniform, const float value[4], bool warn=true)lgl< VEC4, gl_type >inline
lglUniformf(std::string uniform, double value, bool warn=true)lgl< VEC4, gl_type >inline
lglUniformf(unsigned int index, double value, bool warn=true)lgl< VEC4, gl_type >inline
lglUniformfv(std::string uniform, const vec2f &value, bool warn=true)lgl< VEC4, gl_type >inline
lglUniformfv(unsigned int index, const vec2f &value, bool warn=true)lgl< VEC4, gl_type >inline
lglUniformfv(std::string uniform, const vec3f &value, bool warn=true)lgl< VEC4, gl_type >inline
lglUniformfv(unsigned int index, const vec3f &value, bool warn=true)lgl< VEC4, gl_type >inline
lglUniformfv(std::string uniform, const vec4f &value, bool warn=true)lgl< VEC4, gl_type >inline
lglUniformfv(unsigned int index, const vec4f &value, bool warn=true)lgl< VEC4, gl_type >inline
lglUniformfv(std::string uniform, const mat2f &value, bool warn=true)lgl< VEC4, gl_type >inline
lglUniformfv(unsigned int index, const mat2f &value, bool warn=true)lgl< VEC4, gl_type >inline
lglUniformfv(std::string uniform, const mat3f &value, bool warn=true)lgl< VEC4, gl_type >inline
lglUniformfv(unsigned int index, const mat3f &value, bool warn=true)lgl< VEC4, gl_type >inline
lglUniformfv(std::string uniform, const mat4f &value, bool warn=true)lgl< VEC4, gl_type >inline
lglUniformfv(unsigned int index, const mat4f &value, bool warn=true)lgl< VEC4, gl_type >inline
lglUniformi(std::string uniform, int value, bool warn=true)lgl< VEC4, gl_type >inline
lglUniformi(unsigned int index, int value, bool warn=true)lgl< VEC4, gl_type >inline
lglUniformMatrix2fv(std::string uniform, const float value[4], bool warn=true)lgl< VEC4, gl_type >inline
lglUniformMatrix3fv(std::string uniform, const float value[9], bool warn=true)lgl< VEC4, gl_type >inline
lglUniformMatrix4fv(std::string uniform, const float value[16], bool warn=true)lgl< VEC4, gl_type >inline
lglUseDefaultProgram(bool clear=true)lgl< VEC4, gl_type >inline
lglUseProgram(GLuint program, bool clear=true)lgl< VEC4, gl_type >inline
lglVerbosity(lgl_verbosity_enum v)lgl< VEC4, gl_type >inlinestatic
lglVertex(double x, double y, double z, double w=1)lgl< VEC4, gl_type >inline
lglVertexArray(lgl_primitive_enum primitive, unsigned int vertices, const float *vertex_array, const float *color_array, const float *normal_array=NULL, const float *texcoord_array=NULL)lgl< VEC4, gl_type >inline
lglView(const vec3 &eye, const vec3 &at, const vec3 &up=vec3(0, 1, 0))lgl< VEC4, gl_type >inline
lglView(double eye_x, double eye_y, double eye_z, double at_x, double at_y, double at_z, double up_x=0, double up_y=1, double up_z=0)lgl< VEC4, gl_type >inline
lglViewport(int ax, int ay, int bx, int by)lgl< VEC4, gl_type >inlinestatic
lglWarning(std::string w)lgl< VEC4, gl_type >inlinestatic
lglZWrite(bool on=true)lgl< VEC4, gl_type >inlinestatic
reset()lgl< VEC4, gl_type >inline
setName(std::string name="")lgl< VEC4, gl_type >inline
setupStereoMode(lgl_interlacing_enum mode)lgl< VEC4, gl_type >inlineprotected