@ -59,22 +59,22 @@ namespace glm
/// @{
/// Builds a translation 4 * 4 matrix created from a vector of 3 components.
/// @see - gtc_matrix_transform
/// @see - gtx_transform
// - @ref template <typename T> detail::tmat4x4<T> translate(T x, T y, T z)
// - @ref template <typename T> detail::tmat4x4<T> translate(detail::tmat4x4<T> const & m, T x, T y, T z)
// - @ref template <typename T> detail::tmat4x4<T> translate(detail::tvec3<T> const & v)
/// @see gtc_matrix_transform
/// @see gtx_transform
/// @see - translate(T x, T y, T z)
/// @see - translate(detail::tmat4x4<T> const & m, T x, T y, T z)
/// @see - translate(detail::tvec3<T> const & v)
template < typename T >
detail : : tmat4x4 < T > translate (
detail : : tmat4x4 < T > const & m ,
detail : : tvec3 < T > const & v ) ;
/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees.
/// @see - gtc_matrix_transform
/// @see - gtx_transform
// - @link glm::rotate(T angle, T x, T y, T z) rotate(T const & angle, T const & x, T const & y, T const & z) @endlink
// - @link glm:: rotate(detail::tmat4x4<T> const & m, T angle, T x, T y, T z) rotate(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
// - @link glm:: rotate(T angle, detail::tvec3<T> const & v) rotate(T const & angle, vec3<T> const & v) @endlink
/// @see gtc_matrix_transform
/// @see gtx_transform
/// @see - rotate(T angle, T x, T y, T z)
/// @see - rotate(detail::tmat4x4<T> const & m, T angle, T x, T y, T z)
/// @see - rotate(T angle, detail::tvec3<T> const & v)
template < typename T >
detail : : tmat4x4 < T > rotate (
detail : : tmat4x4 < T > const & m ,
@ -82,19 +82,19 @@ namespace glm
detail : : tvec3 < T > const & v ) ;
/// Builds a scale 4 * 4 matrix created from 3 scalars.
/// @see - gtc_matrix_transform
/// @see - gtx_transform
// - @link scale(T x, T y, T z) scale(T const & x, T const & y, T const & z) @endlink
// - @link scale(detail::tmat4x4<T> const & m, T x, T y, T z) scale(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
// - @link scale(detail::tvec3<T> const & v) scale(vec3<T> const & v) @endlink
/// @see gtc_matrix_transform
/// @see gtx_transform
/// @see - scale(T x, T y, T z) scale(T const & x, T const & y, T const & z)
/// @see - scale(detail::tmat4x4<T> const & m, T x, T y, T z)
/// @see - scale(detail::tvec3<T> const & v)
template < typename T >
detail : : tmat4x4 < T > scale (
detail : : tmat4x4 < T > const & m ,
detail : : tvec3 < T > const & v ) ;
/// Creates a matrix for an orthographic parallel viewing volume.
/// @see - gtc_matrix_transform
// - @link glm::ortho(T const & left, T const & right, T const & bottom, T const & top) ortho(T const & left, T const & right, T const & bottom, T const & top) @endlink
/// @see gtc_matrix_transform
/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
template < typename T >
detail : : tmat4x4 < T > ortho (
T const & left ,
@ -105,8 +105,8 @@ namespace glm
T const & zFar ) ;
/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
/// @see - gtc_matrix_transform
// - @link glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) @endlink
/// @see gtc_matrix_transform
/// @see - glm:: ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar)
template < typename T >
detail : : tmat4x4 < T > ortho (
T const & left ,
@ -115,7 +115,7 @@ namespace glm
T const & top ) ;
/// Creates a frustum matrix.
/// @see - gtc_matrix_transform
/// @see gtc_matrix_transform
template < typename T >
detail : : tmat4x4 < T > frustum (
T const & left ,
@ -126,7 +126,7 @@ namespace glm
T const & farVal ) ;
/// Creates a matrix for a symetric perspective-view frustum.
/// @see - gtc_matrix_transform
/// @see gtc_matrix_transform
template < typename T >
detail : : tmat4x4 < T > perspective (
T const & fovy ,
@ -135,7 +135,7 @@ namespace glm
T const & zFar ) ;
/// Builds a perspective projection matrix based on a field of view
/// @see - gtc_matrix_transform
/// @see gtc_matrix_transform
template < typename valType >
detail : : tmat4x4 < valType > perspectiveFov (
valType const & fov ,
@ -145,19 +145,19 @@ namespace glm
valType const & zFar ) ;
/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite .
/// @see - gtc_matrix_transform
/// @see gtc_matrix_transform
template < typename T >
detail : : tmat4x4 < T > infinitePerspective (
T fovy , T aspect , T zNear ) ;
/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
/// @see - gtc_matrix_transform
/// @see gtc_matrix_transform
template < typename T >
detail : : tmat4x4 < T > tweakedInfinitePerspective (
T fovy , T aspect , T zNear ) ;
/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
/// @see - gtc_matrix_transform
/// @see gtc_matrix_transform
template < typename T , typename U >
detail : : tvec3 < T > project (
detail : : tvec3 < T > const & obj ,
@ -166,7 +166,7 @@ namespace glm
detail : : tvec4 < U > const & viewport ) ;
/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
/// @see - gtc_matrix_transform
/// @see gtc_matrix_transform
template < typename T , typename U >
detail : : tvec3 < T > unProject (
detail : : tvec3 < T > const & win ,
@ -175,7 +175,7 @@ namespace glm
detail : : tvec4 < U > const & viewport ) ;
/// Define a picking region
/// @see - gtc_matrix_transform
/// @see gtc_matrix_transform
template < typename T , typename U >
detail : : tmat4x4 < T > pickMatrix (
detail : : tvec2 < T > const & center ,
@ -183,8 +183,8 @@ namespace glm
detail : : tvec4 < U > const & viewport ) ;
/// Build a look at view matrix.
/// @see - gtc_matrix_transform
// - @link frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) @endlink
/// @see gtc_matrix_transform
/// @see - frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal)
/// @param eye Position of the camera
/// @param center Position where the camera is looking at
/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)