glVertex
5.5.2
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This is the complete list of members for lglHemisphere, including all inherited members.
clear() | lgl< VEC4, gl_type > | inline |
getAspect() | lgl< VEC4, gl_type > | inline |
getEye() const | lgl< VEC4, gl_type > | inline |
getFar() | lgl< VEC4, gl_type > | inline |
getFovy() | lgl< VEC4, gl_type > | inline |
getLookAt() const | lgl< VEC4, gl_type > | inline |
getName() const | lgl< VEC4, gl_type > | inline |
getNear() | lgl< VEC4, gl_type > | inline |
getUp() const | lgl< VEC4, gl_type > | inline |
lgl(const std::string &name="", bool immediate=false, bool storagetype=true) | lgl< VEC4, gl_type > | inline |
lglActiveColoring() const | lgl< VEC4, gl_type > | inline |
lglActiveLighting() const | lgl< VEC4, gl_type > | inline |
lglActiveTexturing() const | lgl< 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) const | lgl< VEC4, gl_type > | inline |
lglAppliedColoring() const | lgl< 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() const | lgl< 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() const | lgl< 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) const | lgl< VEC4, gl_type > | inline |
lglGetBoundingSphere(vec3 ¢er) const | lgl< VEC4, gl_type > | inline |
lglGetCenter() const | lgl< 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() const | lgl< VEC4, gl_type > | inline |
lglGetColorAttributes() const | lgl< VEC4, gl_type > | inline |
lglGetColoring() const | lgl< VEC4, gl_type > | inline |
lglGetDepthTest() | lgl< VEC4, gl_type > | inlinestatic |
lglGetError() | lgl< VEC4, gl_type > | inlinestatic |
lglGetExtent() const | lgl< 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() const | lgl< VEC4, gl_type > | inline |
lglGetInverseTransposeManip() | lgl< VEC4, gl_type > | inlinestatic |
lglGetInverseTransposeModelMatrix() const | lgl< VEC4, gl_type > | inline |
lglGetInverseTransposeModelViewMatrix() const | lgl< VEC4, gl_type > | inline |
lglGetLighting() const | lgl< VEC4, gl_type > | inline |
lglGetLightParameters(vec3f &ka, vec3f &kd, vec3f &ks, vec3f &Ia, vec3f &Id, vec3f &Is, float &exponent, vec3f &falloff) const | lgl< VEC4, gl_type > | inline |
lglGetLightSourceParameters(vec3f &Ia, vec3f &Id, vec3f &Is, vec3f &falloff) const | lgl< VEC4, gl_type > | inline |
lglGetLightVector() const | lgl< 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) const | lgl< VEC4, gl_type > | inline |
lglGetMatrix() const | lgl< VEC4, gl_type > | inline |
lglGetMatrixMode() const | lgl< VEC4, gl_type > | inline |
lglGetMaxAbsCoord() const | lgl< VEC4, gl_type > | inline |
lglGetMaxExtent() const | lgl< VEC4, gl_type > | inline |
lglGetModelMatrix() const | lgl< VEC4, gl_type > | inline |
lglGetModelViewMatrix() const | lgl< VEC4, gl_type > | inline |
lglGetModelViewProjectionMatrix() const | lgl< VEC4, gl_type > | inline |
lglGetNorm() const | lgl< VEC4, gl_type > | inline |
lglGetNormalAttributes() const | lgl< VEC4, gl_type > | inline |
lglGetPolygonMode() | lgl< VEC4, gl_type > | inlinestatic |
lglGetPrimitiveCount() const | lgl< VEC4, gl_type > | inline |
lglGetProgram() const | lgl< VEC4, gl_type > | inline |
lglGetProjectionMatrix() const | lgl< VEC4, gl_type > | inline |
lglGetRadius() const | lgl< VEC4, gl_type > | inline |
lglGetRayCastDistance() | lgl< VEC4, gl_type > | inlinestatic |
lglGetRenderer() | lgl< VEC4, gl_type > | inlinestatic |
lglGetRGBAWrite() | lgl< VEC4, gl_type > | inlinestatic |
lglGetTexCoordAttributes() const | lgl< VEC4, gl_type > | inline |
lglGetTexCoordGen() | lgl< VEC4, gl_type > | inline |
lglGetTexMatrix() const | lgl< VEC4, gl_type > | inline |
lglGetTexture2D() const | lgl< VEC4, gl_type > | inline |
lglGetTexture3D() const | lgl< VEC4, gl_type > | inline |
lglGetTextureMatrix() const | lgl< VEC4, gl_type > | inline |
lglGetTexturing() const | lgl< VEC4, gl_type > | inline |
lglGetVendor() | lgl< VEC4, gl_type > | inlinestatic |
lglGetVendorName() | lgl< VEC4, gl_type > | inlinestatic |
lglGetVertexCoordinates() const | lgl< VEC4, gl_type > | inline |
lglGetVertexCount() const | lgl< VEC4, gl_type > | inline |
lglGetVertexMode() const | lgl< 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) const | lgl< VEC4, gl_type > | inline |
lglIntersect(vec3 origin, vec3 direction, double mindist=0) const | lgl< 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 |