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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 |
1.8.17