Visualization Library

A lightweight C++ OpenGL middleware for 2D/3D graphics
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vl Namespace Reference

Visualization Library namespace. More...

Namespaces

namespace  Dae

Classes

class  AABB
 The AABB class implements an axis-aligned bounding box using vl::real precision. More...
class  Buffer
 Implements a buffer whose storage is in local memory. More...
class  BufferedStream
 The BufferedStream class is a template class that that performs a buffered read of Element_Type data from a VirtualFile. More...
class  CatmullRomInterpolator
 The LinearInterpolator class is a template class that implements Catmull-Rom spline interpolation. More...
class  CatmullRomInterpolatorFVec4
 Interpolates fvec4 values using a CatmullRomInterpolator. More...
class  CatmullRomInterpolatorFVec3
 Interpolates fvec3 values using a CatmullRomInterpolator. More...
class  CatmullRomInterpolatorFVec2
 Interpolates fvec2 values using a CatmullRomInterpolator. More...
class  CatmullRomInterpolatorFloat
 Interpolates float values using a CatmullRomInterpolator. More...
class  CatmullRomInterpolatorDVec4
 Interpolates dvec4 values using a CatmullRomInterpolator. More...
class  CatmullRomInterpolatorDVec3
 Interpolates dvec3 values using a CatmullRomInterpolator. More...
class  CatmullRomInterpolatorDVec2
 Interpolates dvec2 values using a CatmullRomInterpolator. More...
class  CatmullRomInterpolatorDouble
 Interpolates double values using a CatmullRomInterpolator. More...
class  Collection
 Reference counted container that encapsulates the base functionalites of an std::vector<>. More...
class  CRC32CheckSum
 Computes the a CRC32 checksum of a given buffer or VirtualFile. More...
class  DiskDirectory
 A VirtualDirectory that operates on reguar disk directories. More...
class  DiskFile
 A VirtualFile that operates on regular disk files. More...
class  FileSystem
 Manages multiple VirtualDirectory objects. More...
class  Flags
 Simple class to manage flags in a type safe manner. More...
class  GlobalSettings
 Global application settings controlling how Visualization Library behaves. More...
class  GZipCodec
 The GZipCodec class is a VirtualFile that transparently encodes and decodes a stream of data using the GZip compression algorithm. More...
class  half
 Represents an half-precision floating point value. More...
class  Image
 Implements a generic 1d, 2d, 3d and cubemap image that can have mipmaps. More...
class  IMutex
 An interface to implement simple platform-independent mutexes used to protect critical sections. More...
class  Interpolator
 Abstract class for all the interpolators. More...
class  InterpolatorFVec4
 Abstract class that interpolates vl::fvec4 values. More...
class  InterpolatorFVec3
 Abstract class that interpolates vl::fvec3 values. More...
class  InterpolatorFVec2
 Abstract class that interpolates vl::fvec2 values. More...
class  InterpolatorFloat
 Abstract class that interpolates float values. More...
class  InterpolatorDVec4
 Abstract class that interpolates vl::dvec4 values. More...
class  InterpolatorDVec3
 Abstract class that interpolates vl::dvec3 values. More...
class  InterpolatorDVec2
 Abstract class that interpolates vl::dvec2 values. More...
class  InterpolatorDouble
 Abstract class that interpolates double values. More...
class  KeyValues
 A set of key/value pairs usually used to associate generic information, tags, attributes etc. to another class. More...
class  LinearInterpolator
 The LinearInterpolator class is a template class that implements linear interpolation. More...
class  LinearInterpolatorFVec4
 Interpolates fvec4 values using a LinearInterpolator. More...
class  LinearInterpolatorFVec3
 Interpolates fvec3 values using a LinearInterpolator. More...
class  LinearInterpolatorFVec2
 Interpolates fvec2 values using a LinearInterpolator. More...
class  LinearInterpolatorFloat
 Interpolates float values using a LinearInterpolator. More...
class  LinearInterpolatorDVec4
 Interpolates dvec4 values using a LinearInterpolator. More...
class  LinearInterpolatorDVec3
 Interpolates dvec3 values using a LinearInterpolator. More...
class  LinearInterpolatorDVec2
 Interpolates dvec2 values using a LinearInterpolator. More...
class  LinearInterpolatorDouble
 Interpolates double values using a LinearInterpolator. More...
class  LoadCallback
 Defines an operation to be exectued to a ResourceDatabase as soon as its loaded, see also LoadWriterManager, WriteCallback. More...
class  WriteCallback
 Defines an operation to be exectued to a ResourceDatabase just before it is written, see also LoadWriterManager, LoadCallback. More...
class  LoadWriterManager
 The LoadWriterManager class loads and writes resources using the registered ResourceLoadWriter objects. More...
class  Log
 Utility class to generate logs. More...
class  StandardLog
 The StandardLog class outputs the log messages on the stdout device and optionally also on a specified file. More...
class  Matrix2
 The Matrix2 class is a template class that implements a generic 2x2 matrix, see also vl::dmat2, vl::fmat2, vl::umat2, vl::imat2. More...
class  Matrix3
 The Matrix3 class is a template class that implements a generic 3x3 matrix, see also vl::dmat3, vl::fmat3, vl::umat3, vl::imat3. More...
class  Matrix4
 The Matrix4 class is a template class that implements a generic 4x4 matrix, see also vl::dmat4, vl::fmat4, vl::umat4, vl::imat4. More...
class  MD5CheckSum
 Computes the MD5 of a given buffer or VirtualFile. More...
class  MemoryDirectory
 A VirtualDirectory to manipulate directories stored in memory. More...
class  MemoryFile
 A VirtualFile to manipulate files stored in memory. More...
class  MersenneTwister
class  Object
 The base class for all the reference counted objects. More...
class  ref
 The ref<> class is used to reference-count an Object. More...
class  Plane
 The Plane class defines a plane using a normal and an origin. More...
class  LoadWriterBMP
 The LoadWriterBMP class is a ResourceLoadWriter capable of reading BMP files. More...
class  LoadWriterDAT
 The LoadWriterDAT class is a ResourceLoadWriter capable of reading DAT files. More...
class  LoadWriterDDS
 The LoadWriterDDS class is a ResourceLoadWriter capable of reading DDS files. More...
class  LoadWriterDICOM
 The LoadWriterDICOM class is a ResourceLoadWriter capable of reading DICOM files (.dcm, .dicom, .dic, .ima, .ph, .mag) using GDCM 2.0 library. More...
class  LoadWriterJPG
 The LoadWriterJPG class is a ResourceLoadWriter capable of reading JPG files. More...
class  LoadWriterPNG
 The LoadWriterPNG class is a ResourceLoadWriter capable of reading PNG files. More...
class  LoadWriterTGA
 The LoadWriterTGA class is a ResourceLoadWriter capable of reading TGA files. More...
class  LoadWriterTIFF
 The LoadWriterTIFF class is a ResourceLoadWriter capable of reading TIFF files. More...
class  Quaternion
 Implements a Quaternion usually used to represent rotations and orientations. More...
class  Random
 Cryptographic random number generator. More...
class  Ray
 The Ray class defines a ray as an origin and direction using real precision. More...
class  Rect
 Implements the common functions of RectI and RectF. More...
class  RectI
 The RectI class represents a 2D rectangular area using int precision. More...
class  RectF
 The RectF class represents a 2D rectangular area using float precision. More...
class  ResourceDatabase
 The ResourceDatabase class contains and manipulates a set of resources. More...
class  ResourceLoadWriter
 The ResourceLoadWriter class is an abstract class used to implement read/write support for one or more resource types. More...
class  SayArg
 Used internally by the Say class. More...
class  Say
 A simple String formatting class. More...
class  ScopedMutex
 A class that locks the specified mutex when constructed and unlocks it when destructed. More...
class  Sphere
 The Sphere class defines a sphere using a center and a radius using vl::real precision. More...
class  radian
 Simple class representing quantities in radians, converts automatically to vl::degree and real. More...
class  degree
 Simple class representing quantities in degrees, converts automatically to vl::radian and real. More...
class  String
 The String class implements an advanced UTF16 (Unicode BMP) string manipulation engine. More...
class  TextStream
 The TextStream class can be used to conveniently read or parse utf8-encoded text files. More...
class  Time
 Simple class to be used as a timer and to retrieve the current time and date. More...
class  Transform
 Implements a 4x4 matrix transform used to define the position and orientation of an Actor. More...
struct  TypeInfo
 Represents a class type. More...
class  UUID
 Simple implementation of a 16 bytes Universally Unique ID based on http://www.ietf.org/rfc/rfc4122.txt. More...
class  Vector2
 The Vector2 class is a template class that implements a generic 2 components vector, see also vl::fvec2, vl::dvec2, vl::uvec2, vl::ivec2, vl::svec2, vl::usvec2, vl::bvec2, vl::ubvec2. More...
class  Vector3
 The Vector3 class is a template class that implements a generic 3 components vector, see also vl::fvec3, vl::dvec3, vl::uvec3, vl::ivec3, vl::svec3, vl::usvec3, vl::bvec3, vl::ubvec3. More...
class  Vector4
 The Vector4 class is a template class that implements a generic 4 components vector, see also vl::fvec4, vl::dvec4, vl::uvec4, vl::ivec4, vl::svec4, vl::usvec4, vl::bvec4, vl::ubvec4. More...
class  VirtualDirectory
 Abstact class representing a directory of files. More...
class  VirtualFile
 An abstract class representing a file. More...
class  VisualizationLibrary
 Used to initialize/shutdown VisualizationLibrary and to access important global data. More...
class  VLTToken
 A token of information as defined by VLT specification. More...
class  VLTTokenizer
 Tokenizer used to parse VLT files. More...
class  VLXClassWrapper
 Base cass for all class wrappers implementing the translation to/from its VLX representation. More...
class  VLXLinker
 Links several VLX hierachies also resolving IDs across them. More...
class  VLXParser
 Base class for VLX parsers. More...
class  VLXParserVLB
 Parses a VLT file translating it into a VLX hierarchy. More...
class  VLXParserVLT
 Parses a VLT file translating it into a VLX hierarchy. More...
class  VLXRegistry
 Registry of vl::VLXClassWrapper objects, used by vl::VLXSerializer, see also vl::defVLXRegistry(). More...
class  VLXSerializer
 Translates an arbitrary set of vl::Object (and subclasses) into VLB and VLT format. More...
class  VLXTaggedValue
 Base class for VLX values with a tag. More...
class  VLXRawtextBlock
 A block of raw text. More...
class  VLXArray
 Base class for all arrays of VLX values. More...
class  VLXArrayTemplate
 A templated VLXArray. More...
class  VLXArrayInteger
 An array of 64 bits integers, can also have a tag. More...
class  VLXArrayReal
 An array of 64 bits floating point numbers, can also have a tag. More...
class  VLXValue
 Wrapper for all VLX value types. More...
class  VLXStructure
 A list of key/VLXValue pairs, can also have a tag. More...
class  VLXList
 A simple sequence of VLXValue objects, can also have a tag. More...
class  VLXVisitor
 Base class for all visitors visiting a VLX hierarchy. More...
class  VLXVisitorCountIDs
 Counts the number of occurrencies of each ID. More...
class  VLXVisitorExportToVLB
 Translates a VLX hierarchy into VLB format writing to the provided VirtualFile. More...
class  VLXVisitorExportToVLT
 Translates a VLX hierarchy into VLT notation. More...
class  VLXVisitorLinker
 Substitutes IDs into VLXStructures using the provided link map. More...
class  VLXVisitorLinkMapper
 Compiles the link-map which associates a VLXStructure to it's ID, to be used later by other visitors. More...
class  ZippedDirectory
 A VirtualDirectory capable of reading files from a .zip file. More...
class  ZippedFileInfo
 Collects the information about a ZippedFile. More...
class  ZippedFile
 A VirtualFile used to read a file contained in a .zip archive. More...
class  ActorEventCallback
 The ActorEventCallback class defines a callback object to react to Actor-related events. More...
class  Actor
 Associates a Renderable object to an Effect and Transform. More...
class  ActorCollection
 Defined as a simple subclass of Collection<Actor>, see Collection for more information. More...
class  ActorKdTree
 ActorKdTree class extends the ActorTreeAbstract class implementing a space partitioning scheme based on a Kd-Tree. More...
class  ActorTree
 The ActorTree class implements a generic tree whose nodes contain Actor[s]. More...
class  ActorTreeAbstract
 The ActorTreeAbstract class implements the interface of a generic tree containing Actor[s] in its nodes. More...
class  Applet
 The Applet class is an utilitly UIEventListener that features a ghost manipulator, trackball manipulator, an FPS counter and a simple rendering pipeline. More...
class  ArrayAbstract
 The ArrayAbstract class defines an abstract interface to conveniently manipulate data stored in a BufferObject. More...
class  Array
 The Array class is a template array used to conveniently manipulate data stored in a BufferObject. More...
class  ArrayFloat1
 An array of GLfloat. More...
class  ArrayFloat2
 An array of vl::fvec2. More...
class  ArrayFloat3
 An array of vl::fvec3. More...
class  ArrayFloat4
 An array of vl::fvec4. More...
class  ArrayDouble1
 An array of GLdouble. More...
class  ArrayDouble2
 An array of vl::dvec2. More...
class  ArrayDouble3
 An array of vl::dvec3. More...
class  ArrayDouble4
 An array of vl::dvec4. More...
class  ArrayInt1
 An array of GLint. More...
class  ArrayInt2
 An array of vl::ivec2. More...
class  ArrayInt3
 An array of vl::ivec3. More...
class  ArrayInt4
 An array of vl::ivec4. More...
class  ArrayUInt1
 An array of GLuint. More...
class  ArrayUInt2
 An array of vl::uvec2. More...
class  ArrayUInt3
 An array of vl::uvec3. More...
class  ArrayUInt4
 An array of vl::uvec4. More...
class  ArrayByte1
 An array of GLbyte. More...
class  ArrayByte2
 An array of vl::bvec2. More...
class  ArrayByte3
 An array of vl::bvec3. More...
class  ArrayByte4
 An array of vl::bvec4. More...
class  ArrayUByte1
 An array of GLubyte. More...
class  ArrayUByte2
 An array of vl::ubvec2. More...
class  ArrayUByte3
 An array of vl::ubvec3. More...
class  ArrayUByte4
 An array of vl::ubvec4. More...
class  ArrayShort1
 An array of GLshort. More...
class  ArrayShort2
 An array of vl::svec2. More...
class  ArrayShort3
 An array of vl::svec3. More...
class  ArrayShort4
 An array of vl::svec4. More...
class  ArrayUShort1
 An array of GLushort. More...
class  ArrayUShort2
 An array of vl::usvec2. More...
class  ArrayUShort3
 An array of vl::usvec3. More...
class  ArrayUShort4
 An array of vl::usvec4. More...
class  ArrayHFloat1
 An array of GL_HALF_FLOAT. More...
class  ArrayHFloat2
 A 2d array of GL_HALF_FLOAT vectors. More...
class  ArrayHFloat3
 A 3d array of GL_HALF_FLOAT vectors. More...
class  ArrayHFloat4
 A 4d array of GL_HALF_FLOAT vectors. More...
class  ArrayFixed1
 An array of GL_FIXED. More...
class  ArrayFixed2
 An array 2d GL_FIXED vectors. More...
class  ArrayFixed3
 An array 3d GL_FIXED vectors. More...
class  ArrayFixed4
 An array 4d GL_FIXED vectors. More...
class  ArrayInt_2_10_10_10_REV1
 An array of GL_INT_2_10_10_10_REV. More...
class  ArrayInt_2_10_10_10_REV2
 A 2d array of GL_INT_2_10_10_10_REV vectors. More...
class  ArrayInt_2_10_10_10_REV3
 A 3d array of GL_INT_2_10_10_10_REV vectors. More...
class  ArrayInt_2_10_10_10_REV4
 A 4d array of GL_INT_2_10_10_10_REV vectors. More...
class  ArrayUInt_2_10_10_10_REV1
 An array of GL_UNSIGNED_INT_2_10_10_10_REV. More...
class  ArrayUInt_2_10_10_10_REV2
 A 2d array of GL_UNSIGNED_INT_2_10_10_10_REV vectors. More...
class  ArrayUInt_2_10_10_10_REV3
 A 3d array of GL_UNSIGNED_INT_2_10_10_10_REV vectors. More...
class  ArrayUInt_2_10_10_10_REV4
 A 4d array of GL_UNSIGNED_INT_2_10_10_10_REV vectors. More...
class  BezierPatch
 Defines one or more concatenated bicubic Bézier patches to be used with the BezierSurface class. More...
class  BezierSurface
 The BezierSurface class implements a Geometry that is capable of visualizing multiple bicubic Bézier patches (see BezierPatch). More...
class  Billboard
 A Transform that aligns an Actor towards the camera. More...
class  BlitFramebuffer
 A RenderEventCallback that can be used to copy pixels from a framebuffer to another as described in GL_EXT_framebuffer_blit. More...
class  BufferObject
 The BufferObject class is a Buffer that can upload its data on the GPU memory. More...
class  Camera
 Represents a virtual camera defining, among other things, the point of view from which scenes can be rendered. More...
class  Clear
 The Clear class is a Renderable used to clear the whole or a portion of the color, stencil or depth buffer. More...
class  ClipPlane
 Wraps the OpenGL function glClipPlane(). More...
class  CopyTexSubImage
 Wrapper class of the OpenGL function glCopyTexSubImage. More...
class  CopyTexSubImage1D
 Wraps glCopyTexSubImage1D, see also CopyTexSubImage. More...
class  CopyTexSubImage2D
 Wraps glCopyTexSubImage2D, see also CopyTexSubImage. To be used also for 1D array textures. More...
class  CopyTexSubImage3D
 Wraps glCopyTexSubImage3D, see also CopyTexSubImage. To be used also for 2D array textures. More...
class  CoreText
 Experimental. More...
class  DepthSortCallback
 DepthSortCallback sorts the primitives of the Geometry bound to the Actor in which the callback is installed. More...
class  DistanceLODEvaluator
 A LODEvaluator that computes the appropriate LOD based on the distance of an Actor from the Camera. More...
class  VertexMapper
 Generates a set of new vertices from the old one. More...
class  DoubleVertexRemover
 Removes from a Geometry the vertices with the same attributes. More...
class  DrawArrays
 Wraps the OpenGL function glDrawArrays(). More...
class  DrawCall
 The base class of DrawArrays, DrawElements, MultiDrawElements and DrawRangeElements. More...
class  DrawElementsBase
 Base interface for all DrawElements* sub classes. More...
class  DrawElements
 Wrapper for the OpenGL function glDrawElements(). More...
class  DrawElementsUInt
 See DrawElements. More...
class  DrawElementsUShort
 See DrawElements. More...
class  DrawElementsUByte
 See DrawElements. More...
class  DrawPixels
 Wraps the OpenGL function glDrawPixels(). More...
class  DrawRangeElementsBase
 Base interface for all DrawRangeElements* sub classes. More...
class  DrawRangeElements
 Wrapper for the OpenGL function glDrawRangeElements(). More...
class  DrawRangeElementsUInt
 See DrawRangeElements. More...
class  DrawRangeElementsUShort
 See DrawRangeElements. More...
class  DrawRangeElementsUByte
 See DrawRangeElements. More...
class  EdgeExtractor
 The EdgeExtractor class extracts the edges from one or more Geometry objects. More...
class  EdgeRenderer
 The EdgeRenderer class implements a special Renderer that automatically extracts and renders the edges of the objects in the scene. More...
class  EdgeUpdateCallback
 The EdgeUpdateCallback class updates at every frame the edges of an Actor for the purpose of edge-enhancement. More...
class  ShaderPasses
 A sequence of Shader objects each of which represent a rendering pass. More...
class  Effect
 Defines the sequence of Shader objects used to render an Actor. More...
class  EnableSet
 A set of enables managed by Shader. More...
class  Extrusion
 The Extrusion class generates a Geometry extruding a silhouette along a path. More...
class  Glyph
 The Glyph associated to a character of a given Font. More...
class  Font
 A font to be used with a Text renderable. More...
class  FontManager
 The FontManager class keeps a map associating a font path, size and smoothing flag to a Font object. More...
class  Framebuffer
 The Framebuffer class defines an abstract 'surface' where OpenGL can render into. More...
class  FBOAbstractAttachment
 Abstract class that represents a framebuffer object attachment to be used with FramebufferObject. More...
class  FBORenderbufferAttachment
 Abstract class that represents a framebuffer renderbuffer attachment, that is, a non-texture fbo attachment (wraps glFramebufferRenderbuffer()). More...
class  FBOColorBufferAttachment
 A color renderbuffer to be attached to a FramebufferObject. More...
class  FBODepthBufferAttachment
 A depth renderbuffer to be attached to a FramebufferObject. More...
class  FBOStencilBufferAttachment
 A stencil renderbuffer to be attached to a FramebufferObject. More...
class  FBODepthStencilBufferAttachment
 A depth+stencil renderbuffer to be attached to a FramebufferObject. More...
class  FBOAbstractTextureAttachment
 Base class for all the framebuffer texture attachments (see also FramebufferObject). More...
class  FBOTexture1DAttachment
 A 1D texture renderbuffer to be attached to a FramebufferObject (wraps glFramebufferTexture1D()). More...
class  FBOTexture2DAttachment
 A 2D texture renderbuffer to be attached to a FramebufferObject (wraps glFramebufferTexture2D()). More...
class  FBOTextureAttachment
 A texture renderbuffer to be attached to a FramebufferObject (wraps glFramebufferTexture()). More...
class  FBOTexture3DAttachment
 A 3D texture renderbuffer to be attached to a FramebufferObject (wraps glFramebufferTexture3D()). More...
class  FBOTextureLayerAttachment
 A texture layer renderbuffer to be attached to a FramebufferObject (wraps glFramebufferTextureLayer()). More...
class  FramebufferObject
 Implements a framebuffer object to be used as a rendering target as specified by the ARB_framebuffer_object extension. More...
class  Frustum
 A set of planes defining a frustum used for culling purposes (frustum culling). More...
class  Geometry
 The Geometry class is a Renderable that implements a polygonal mesh made of polygons, lines and points. More...
class  GeometryLoadCallback
 Defines a set of actions to be executed to a Geometry as soon as it is loaded. More...
class  GhostCameraManipulator
 The GhostCameraManipulator class is an UIEventListener that controls the position and orientation of a Camera. More...
struct  UniformInfo
 Structure containing all the info regarding an active Uniform, see also GLSLProgram::activeUniforms() More...
struct  AttribInfo
 Structure containing all the info regarding an active vertex attribute, see also GLSLProgram::activeAttribs() More...
class  GLSLShader
 For internal use only. More...
class  GLSLVertexShader
 Wraps a GLSL vertex shader to be bound to a GLSLProgram: the shader this shader will run on the programmable vertex processor. More...
class  GLSLFragmentShader
 Wraps a GLSL fragment shader to be bound to a GLSLProgram: the shader this shader will run on the programmable fragment processor. More...
class  GLSLGeometryShader
 Wraps a GLSL geometry shader to be bound to a GLSLProgram: the shader this shader will run on the programmable geometry processor. More...
class  GLSLTessControlShader
 Wraps a GLSL tessellation control shader to be bound to a GLSLProgram: the shader this shader will run on the programmable tessellation processor in the control stage. More...
class  GLSLTessEvaluationShader
 Wraps a GLSL tessellation evaluation shader to be bound to a GLSLProgram: this shader will run on the programmable tessellation processor in the evaluation stage. More...
class  GLSLProgram
 Wraps a GLSL program to which you can bind vertex, fragment and geometry shaders. More...
class  ImagePBO
 Represents a vl::Image with an associated Pixel Buffer Object. More...
class  IndexIteratorAbstract
 Abstract class used as base for all the index iterators specializations. More...
class  IndexIterator
 Wraps a IndexIteratorAbstract to iterate over the indices of a DrawCall. More...
class  IndexIteratorDrawArrays
 Index iterator operating used by DrawArrays. More...
class  IndexIteratorElements
 Index iterator operating over DrawElements, DrawRangeElements and MultiDrawElements. More...
class  IVertexAttribSet
 Abstract interface to manipulate OpenGL's vertex attribute arrays. More...
class  Light
 Wraps the OpenGL function glLight(). More...
class  LODEvaluator
 Abstract class to compute the appropriate LOD of an Actor or Effect. More...
class  MorphingCallback
 The MorphingCallback class implements a simple morphing animation mechanism using the GPU acceleration where available. More...
class  MultiDrawElementsBase
 Base interface for all MultiDrawElements* sub classes. More...
class  MultiDrawElements
 Wrapper for the OpenGL function glMultiDrawElements(). More...
class  MultiDrawElementsUInt
 See MultiDrawElements. More...
class  MultiDrawElementsUShort
 See MultiDrawElements. More...
class  MultiDrawElementsUByte
 See MultiDrawElements. More...
class  OcclusionCullRenderer
 Wraps a Renderer performing occlusion culling acceleration. More...
class  OpenGLContextFormat
 The OpenGLContextFormat class encapsulates the settings of an OpenGL rendering context. More...
class  OpenGLContext
 Represents an OpenGL context, possibly a widget or a pbuffer, which can also respond to keyboard, mouse or system events. More...
class  PatchParameter
 Wrapper of glPatchParameter(), specifies the parameters for patch primitives, used by vl::DrawCall::setPatchParameter(). More...
class  PixelLODEvaluator
 A LODEvaluator that computes the appropriate LOD based on the approximate 2d area that an Actor covers on the screen. More...
class  DaeLoader
 COLLADA loader. More...
class  LoadWriterDae
 The LoadWriterDae class is a ResourceLoadWriter capable of reading COLLADA files. More...
class  LoadWriter3DS
 The LoadWriter3DS class is a ResourceLoadWriter capable of reading 3DS files. More...
class  A3DSTexture
 The A3DSTexture class represents a texture in a 3DS file. More...
class  A3DSMaterial
 The A3DSMaterial class represents a material in a 3DS file. More...
class  A3DSTriFace
 The A3DSTriFace class represents a triangle in a 3DS file. More...
class  A3DSMaterialFaceMapping
 The A3DSMaterialFaceMapping class represents the material/face mapping in a 3DS file. More...
class  A3DSVertex
 The A3DSVertex class represents a vertex in a 3DS file. More...
class  A3DSObject
 The A3DSObject class represents an object in a 3DS file. More...
class  A3DSLoader
 The A3DSLoader class loads an Autodesk 3DS file and generates a vector of A3DSObject and A3DSMaterial objects. More...
class  LoadWriterAC3D
 The LoadWriterAC3D class is a ResourceLoadWriter capable of reading AC3D files. More...
class  LoadWriterMD2
 The LoadWriterMD2 class is a ResourceLoadWriter capable of reading MD2 files. More...
class  LoadWriterOBJ
 The LoadWriterOBJ class is a ResourceLoadWriter capable of reading OBJ files. More...
class  ObjTexture
 Represents a Wavefront OBJ texture. See also ObjMaterial and ObjLoader. More...
class  ObjMaterial
 Represents a Wavefront OBJ material as loaded from an MTL file. See also ObjLoader. More...
class  ObjMesh
 Represents a Wavefront OBJ mesh. See also ObjLoader. More...
class  ObjLoader
 Loads a Wavefront OBJ file. More...
class  LoadWriterPLY
 The LoadWriterPLY class is a ResourceLoadWriter capable of reading PLY files. More...
class  PlyLoader
 Loads a PLY file. More...
class  LoadWriterSTL
 The LoadWriterSTL class is a ResourceLoadWriter capable of reading STL files. More...
class  STLLoader
 Loads an STL file. More...
class  LoadWriterVLX
 A ResourceLoadWriter capable of reading Visualization Library's VLT and VLB files. More...
class  PolygonSimplifier
 The PolygonSimplifier class reduces the amount of polygons present in a Geometry using a quadric error metric. More...
class  ProjViewTransfCallback
 Callback class to update the state of the projection, view, transform and normal matrices of a GLSLProgram or fixed function pipeline. More...
class  RayIntersection
 The RayIntersection encapsulates all the information relative to a Ray/Actor intersection. More...
class  RayIntersectionGeometry
 The RayIntersectionGeometry encapsulates all the information relative to a Ray/Actor intersection, providing also extra information relative to the intersection on the Geometry in use by the Actor. More...
class  RayIntersector
 The RayIntersector class is used to detect the intersection points between a Ray and a set of Actor[s]. More...
class  ReadPixels
 A RenderEventCallback that copyes a rectangular pixel area from a source buffer to an Image at the end of a rendering. More...
class  Renderable
 An abstract class that represents all the objects that can be rendered. More...
class  Renderer
 The Renderer class executes the actual rendering on the given RenderQueue. More...
class  RendererAbstract
 Base class providing all the basic funtionalities of a Renderer. More...
class  RenderEventCallback
 An abstract class used to react to rendering events. More...
class  Rendering
 The Rendering class collects all the information to perform the rendering of a scene. More...
class  RenderingAbstract
 The RenderingAbstract class is the base of all the rendering related sub-classes. More...
class  RenderingTree
 The RenderingTree class organizes a set of renderings into an N-ary tree. More...
class  RenderQueue
 The RenderQueue class collects a list of RenderToken objects to be sorted and rendered. More...
class  RenderQueueSorter
 The RenderQueueSorter class is the abstract base class of all the algorithms used to sort a set of RenderToken. More...
class  RenderQueueSorterByShader
 Sorts the RenderTokens by their Shader pointer. More...
class  RenderQueueSorterByRenderable
 Sorts the RenderTokens by their Renderable pointer. More...
class  RenderQueueSorterBasic
 Sorts the RenderTokens by their Effect rank -> Actor rank -> Shader pointer -> Renderable pointer. More...
class  RenderQueueSorterStandard
 Implements the default RenderQueueSorter. More...
class  RenderQueueSorterOcclusion
 Implements a RenderQueueSorter that maximizes the z-buffer test efficiency as much as possible. More...
class  RenderQueueSorterAggressive
 Sorts the RenderTokens by Effect rank -> Actor rank -> blending on/off -> Z distance form the Camera -> GLSL program -> render state set -> enable set -> texture set -> light set -> Shader pointer -> Renderable pointer. More...
class  RenderState
 Base class for most of the OpenGL render state wrapper classes. More...
class  RenderStateIndexed
 Base class for those render states which have more than one binding points like lights, clipping planes and texture unit states. More...
class  RenderStateNonIndexed
 Base class for those render states which have only one binding point (the vast majority). More...
struct  RenderStateSlot
class  RenderStateSet
 A set of RenderState objects managed by a Shader. More...
class  RenderToken
 Internally used by the rendering engine. More...
class  SceneManager
 The SceneManager class is the base class for all the scene managers. More...
class  SceneManagerActorKdTree
 A SceneManagerBVH that implements its spatial partitioning strategy using an ActorKdTree. More...
class  SceneManagerActorTree
 A SceneManagerBVH that implements its spatial partitioning strategy using an ActorTree. More...
class  SceneManagerBVH
 The SceneManagerBVH class implements the basic functionalities for bounding-volume-hierarchy based scene managers. More...
class  Portal
 A planar convex polygon used to define the visibility from one Sector to another. More...
class  Sector
 Defines an area containg a set if Actor[s] that is connected to other Sector[s] through its Portal[s]. More...
class  SceneManagerPortals
 The SceneManagerPortals calss implements a portal-based hidden surface removal algorithm to efficently render highly occluded scenes. More...
class  Scissor
 The Scissor class wraps the OpenGL function glScissor(), see http://www.opengl.org/sdk/docs/man/xhtml/glScissor.xml for more information. More...
class  VertexAttrib
 RenderState wrapping the OpenGL function glVertexAttrib(), see also http://www.opengl.org/sdk/docs/man3/xhtml/glVertexAttrib.xml for more information. More...
class  Color
 RenderState wrapping the OpenGL function glColor(), see also http://www.opengl.org/sdk/docs/man/xhtml/glColor.xml for more information. More...
class  SecondaryColor
 RenderState wrapping the OpenGL function glSecondaryColor(), see also http://www.opengl.org/sdk/docs/man/xhtml/glSecondaryColor.xml for more information. More...
class  Normal
 RenderState wrapping the OpenGL function glNormal(), see also http://www.opengl.org/sdk/docs/man/xhtml/glNormal.xml for more information. More...
class  PixelTransfer
 RenderState wrapping the OpenGL function glPixelTransfer(), see also http://www.opengl.org/sdk/docs/man/xhtml/glPixelTransfer.xml for more information. More...
class  Hint
 RenderState wrapping the OpenGL function glHint(), see also http://www.opengl.org/sdk/docs/man/xhtml/glHint.xml for more information. More...
class  CullFace
 RenderState wrapping the OpenGL function glCullFace(), see also http://www.opengl.org/sdk/docs/man/xhtml/glCullFace.xml for more information. More...
class  FrontFace
 RenderState wrapping the OpenGL function glFrontFace(), see also http://www.opengl.org/sdk/docs/man/xhtml/glFrontFace.xml for more information. More...
class  DepthFunc
 RenderState wrapping the OpenGL function glDepthFunc(), see also http://www.opengl.org/sdk/docs/man/xhtml/glDepthFunc.xml for more information. More...
class  DepthMask
 RenderState wrapping the OpenGL function glDepthMask(), see also http://www.opengl.org/sdk/docs/man/xhtml/glDepthMask.xml for more information. More...
class  PolygonMode
 RenderState wrapping the OpenGL function glPolygonMode(), see also http://www.opengl.org/sdk/docs/man/xhtml/glPolygonMode.xml for more information. More...
class  ShadeModel
 RenderState wrapping the OpenGL function glShadeModel(), see also http://www.opengl.org/sdk/docs/man/xhtml/glShadeModel.xml for more information. More...
class  BlendFunc
 RenderState wrapping the OpenGL function glBlendFunc(), see also http://www.opengl.org/sdk/docs/man/xhtml/glBlendFunc.xml for more information. More...
class  BlendEquation
 RenderState wrapping the OpenGL function glBlendEquation()/glBlendEquationSeparate(), see also http://www.opengl.org/sdk/docs/man/xhtml/glBlendEquation.xml and http://www.opengl.org/sdk/docs/man/xhtml/glBlendEquationSeparate.xml for more information. More...
class  SampleCoverage
 RenderState wrapping the OpenGL function glSampleCoverage(), see also http://www.opengl.org/sdk/docs/man/xhtml/glSampleCoverage.xml for more information. More...
class  AlphaFunc
 RenderState wrapping the OpenGL function glAlphaFunc(), see also http://www.opengl.org/sdk/docs/man/xhtml/glAlphaFunc.xml for more information. More...
class  Material
 RenderState wrapping the OpenGL function glMaterial() and glColorMaterial(), see also http://www.opengl.org/sdk/docs/man/xhtml/glMaterial.xml and http://www.opengl.org/sdk/docs/man/xhtml/glColorMaterial.xml for more information. More...
class  LightModel
 RenderState wrapping the OpenGL function glLightModel(), see also http://www.opengl.org/sdk/docs/man/xhtml/glLightModel.xml for more information. More...
class  Fog
 RenderState wrapping the OpenGL function glFog(), see also http://www.opengl.org/sdk/docs/man/xhtml/glFog.xml for more information. More...
class  PolygonOffset
 RenderState wrapping the OpenGL function glPolygonOffset(), see also http://www.opengl.org/sdk/docs/man/xhtml/glPolygonOffset.xml for more information. More...
class  LogicOp
 RenderState wrapping the OpenGL function glLogicOp(), see also http://www.opengl.org/sdk/docs/man/xhtml/glLogicOp.xml for more information. More...
class  DepthRange
 RenderState wrapping the OpenGL function glDepthRange(), see also http://www.opengl.org/sdk/docs/man/xhtml/glDepthRange.xml for more information. More...
class  LineWidth
 RenderState wrapping the OpenGL function glLineWidth(), see also http://www.opengl.org/sdk/docs/man/xhtml/glLineWidth.xml for more information. More...
class  PointSize
 RenderState wrapping the OpenGL function glPointSize(), see also http://www.opengl.org/sdk/docs/man/xhtml/glPointSize.xml for more information. More...
class  PolygonStipple
 RenderState wrapping the OpenGL function glPolygonStipple(), see also http://www.opengl.org/sdk/docs/man/xhtml/glPolygonStipple.xml for more information. More...
class  LineStipple
 RenderState wrapping the OpenGL function glLineStipple(), see also http://www.opengl.org/sdk/docs/man/xhtml/glLineStipple.xml for more information. More...
class  PointParameter
 RenderState wrapping the OpenGL function glPointParameter(), see also http://www.opengl.org/sdk/docs/man/xhtml/glPointParameter.xml for more information. More...
class  StencilFunc
 Wraps the OpenGL functions glStencilFunc() and glStencilFuncSeparate(), see also http://www.opengl.org/sdk/docs/man/xhtml/glStencilFunc.xml and http://www.opengl.org/sdk/docs/man/xhtml/glStencilFuncSeparate.xml for more information. More...
class  StencilOp
 RenderState wrapping the OpenGL function glStencilOp() and glStencilOpSeparate(), see also http://www.opengl.org/sdk/docs/man/xhtml/glStencilOp.xml and http://www.opengl.org/sdk/docs/man/xhtml/glStencilOpSeparate.xml for more information. More...
class  StencilMask
 RenderState wrapping the OpenGL function glStencilMask() and glStencilMaskSeparate(), see also http://www.opengl.org/sdk/docs/man/xhtml/glStencilMask.xml and http://www.opengl.org/sdk/docs/man/xhtml/glStencilMaskSeparate.xml for more information. More...
class  BlendColor
 RenderState wrapping the OpenGL function glBlendColor(), see also http://www.opengl.org/sdk/docs/man/xhtml/glBlendColor.xml for more information. More...
class  ColorMask
 RenderState wrapping the OpenGL function glColorMask(), see also http://www.opengl.org/sdk/docs/man/xhtml/glColorMask.xml for more information. More...
class  TextureMatrix
 The TextureMatrix class uses a 4x4 matrix to transform the texture coordinates of a texture unit. More...
class  TexEnv
 RenderState wrapping the OpenGL function glTexEnv(), see also http://www.opengl.org/sdk/docs/man/xhtml/glTexEnv.xml for more information. More...
class  TexGen
 RenderState wrapping the OpenGL function glTexGen(), see also http://www.opengl.org/sdk/docs/man/xhtml/glTexGen.xml for more information. More...
class  TextureSampler
 The TextureSampler class associates a Texture object to an OpenGL texture unit. More...
class  ShaderAnimator
 Callback object used to update/animate a Shader during the rendering. More...
class  Shader
 Manages most of the OpenGL rendering states responsible of the final aspect of the rendered objects. More...
class  ShaderNode
 The ShaderNode class is used to conveniently manage complex hierarchies of Shader[s]. More...
class  Terrain
 The Terrain class implements a ActorKdTree-based terrain scene manager. More...
class  Tessellator
 Tessellates a complex polygon defined by a set of outlines into a set of triangles that can be rendered by Visualization Library. More...
class  Text
 A Renderable that renders text with a given Font. More...
class  TexParameter
 Wraps the OpenGL function glTexParameter(), see also http://www.opengl.org/sdk/docs/man/xhtml/glTexParameter.xml for more information. More...
class  Texture
 Wraps an OpenGL texture object representing and managing all the supported texture types. More...
class  TrackballManipulator
 This class lets you rotate a Camera or a Transform node using a virtual trackball. More...
class  TriangleIteratorAbstract
 For internal use only. More...
class  TriangleIteratorIndexed
 For internal use only. More...
class  TriangleIteratorDirect
 For internal use only. More...
class  TriangleIteratorMulti
 For internal use only. More...
class  TriangleIterator
 Iterator used to extract the indices of every single triangle of a DrawCall regardless of the primitive type. More...
class  TriangleStripGenerator
 The TriangleStripGenerator class is used to substitute lists of triangles or quads with triangle strips. More...
class  UIEventListener
 The UIEventListener class listens to the events emitted by an OpenGLContext. More...
class  Uniform
 Wraps an OpenGL Shading Language uniform to be associated to a GLSLProgram (see vl::GLSLProgram documentation). More...
class  UniformSet
 A set of Uniform objects managed by a Shader. More...
class  VertexAttribInfo
 Implements a generic OpenGL Shading Language vertex attribute to be used with a Geometry, see also http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml. More...
class  Viewport
 Implements the viewport and clearing settings associated to a Camera. More...
struct  VLXClassWrapper_Array
 VLX wrapper of vl::Array. More...
struct  VLXClassWrapper_Renderable
 VLX wrapper of vl::Renderable. More...
struct  VLXClassWrapper_Geometry
 VLX wrapper of vl::Geometry. More...
struct  VLXClassWrapper_VertexAttribInfo
 VLX wrapper of vl::VertexAttribInfo. More...
struct  VLXClassWrapper_DrawCall
 VLX wrapper of vl::DrawCall and subclasses. More...
struct  VLXClassWrapper_PatchParameter
 VLX wrapper of vl::PatchParameter. More...
struct  VLXClassWrapper_ResourceDatabase
 VLX wrapper of vl::ResourceDatabase. More...
struct  VLXClassWrapper_Uniform
 VLX wrapper of vl::Uniform. More...
struct  VLXClassWrapper_Shader
 VLX wrapper of vl::Shader. More...
struct  VLXClassWrapper_LODEvaluator
 VLX wrapper of vl::DistanceLODEvaluator and vl::PixelLODEvaluator. More...
struct  VLXClassWrapper_Effect
 VLX wrapper of vl::Effect. More...
struct  VLXClassWrapper_Actor
 VLX wrapper of vl::Actor. More...
struct  VLXClassWrapper_Camera
 VLX wrapper of vl::Camera. More...
struct  VLXClassWrapper_Viewport
 VLX wrapper of vl::Viewport. More...
struct  VLXClassWrapper_Transform
 VLX wrapper of vl::Transform. More...
struct  VLXClassWrapper_Light
 VLX wrapper of vl::Light. More...
struct  VLXClassWrapper_ClipPlane
 VLX wrapper of vl::ClipPlane. More...
struct  VLXClassWrapper_GLSLProgram
 VLX wrapper of vl::GLSLProgram. More...
struct  VLXClassWrapper_GLSLShader
 VLX wrapper of vl::GLSLVertexShader, vl::GLSLFragmentShader, vl::GLSLGeometryShader, vl::GLSLTessControlShader, vl::GLSLTessEvaluationShader. More...
struct  VLXClassWrapper_VertexAttrib
 VLX wrapper of vl::VertexAttrib. More...
struct  VLXClassWrapper_Color
 VLX wrapper of vl::Color. More...
struct  VLXClassWrapper_SecondaryColor
 VLX wrapper of vl::SecondaryColor. More...
struct  VLXClassWrapper_Normal
 VLX wrapper of vl::Normal. More...
struct  VLXClassWrapper_Material
 VLX wrapper of vl::Material. More...
struct  VLXClassWrapper_ActorEventCallback
 VLX wrapper of vl::DepthSortCallback. More...
struct  VLXClassWrapper_Texture
 VLX wrapper of vl::Texture. More...
struct  VLXClassWrapper_TexParameter
 VLX wrapper of vl::TexParameter. More...
struct  VLXClassWrapper_TextureSampler
 VLX wrapper of vl::TextureSampler. More...
class  Atom
 The Atom class represents an atom to be used with the Molecule class. More...
class  Bond
 The Bond class represents a bond to be used with the Molecule class. More...
class  AtomInfo
 Encapsulates information regarding an atom type. More...
class  Molecule
 The Molecule class is used to manage and render 3D molecular structures. More...
class  RingExtractor
 The RingExtractor class traverses a molecule's graph and detects various types of cycles, mainly used for aromatic ring detection. More...
class  SceneManagerVectorGraphics
 The SceneManagerVectorGraphics class is a SceneManager that contains VectorGraphics objects. More...
class  VectorGraphics
 The VectorGraphics class is used in conjuction with SceneManagerVectorGraphics to generate and render 2D vector graphics. More...
class  Volume
 Defines the volume data to be used with a MarchingCube object. More...
class  VolumeInfo
 Defines the volume parameters to be used with a MarchingCube and Volume object. More...
class  MarchingCubes
 An efficient implementation of the Marching Cubes algorithm. More...
class  RaycastVolume
 A ActorEventCallback used to render a volume using GPU raycasting. More...
class  SlicedVolume
 A ActorEventCallback used to render a volume using viewport aligned slices. More...
class  VolumePlot
 Generates a 3D plot with labels and isosurface. The isosurface is generated using the MarchingCubes algorithm. More...

Typedefs

typedef CatmullRomInterpolator
< float > 
CatmullRomInterpolatorFloat_T
typedef CatmullRomInterpolator
< fvec2
CatmullRomInterpolatorFVec2_T
typedef CatmullRomInterpolator
< fvec3
CatmullRomInterpolatorFVec3_T
typedef CatmullRomInterpolator
< fvec4
CatmullRomInterpolatorFVec4_T
typedef CatmullRomInterpolator
< double > 
CatmullRomInterpolatorDouble_T
typedef CatmullRomInterpolator
< dvec2
CatmullRomInterpolatorDVec2_T
typedef CatmullRomInterpolator
< dvec3
CatmullRomInterpolatorDVec3_T
typedef CatmullRomInterpolator
< dvec4
CatmullRomInterpolatorDVec4_T
typedef float real
 Defined as 'typedef float real'.
typedef Vector4< halfhvec4
typedef Vector3< halfhvec3
typedef Vector2< halfhvec2
typedef Matrix4< halfhmat4
typedef Matrix3< halfhmat3
typedef Matrix2< halfhmat2
typedef unsigned char TPalette3x256 [256 *3]
typedef unsigned char TPalette4x256 [256 *4]
typedef LinearInterpolator< float > LinearInterpolatorFloat_T
typedef LinearInterpolator< fvec2LinearInterpolatorFVec2_T
typedef LinearInterpolator< fvec3LinearInterpolatorFVec3_T
typedef LinearInterpolator< fvec4LinearInterpolatorFVec4_T
typedef LinearInterpolator
< double > 
LinearInterpolatorDouble_T
typedef LinearInterpolator< dvec2LinearInterpolatorDVec2_T
typedef LinearInterpolator< dvec3LinearInterpolatorDVec3_T
typedef LinearInterpolator< dvec4LinearInterpolatorDVec4_T
typedef Matrix2< double > dmat2
 A 2x2 matrix using double precision.
typedef Matrix2< float > fmat2
 A 2x2 matrix using float precision.
typedef Matrix2< int > imat2
 A 2x2 matrix using int precision.
typedef Matrix2< unsigned int > umat2
 A 2x2 matrix using unsigned int precision.
typedef fmat2 mat2
 Defined as: 'typedef fmat2 mat2'. See also VL_PIPELINE_PRECISION.
typedef Matrix3< double > dmat3
 A 3x3 matrix using double precision.
typedef Matrix3< float > fmat3
 A 3x3 matrix using float precision.
typedef Matrix3< int > imat3
 A 3x3 matrix using int precision.
typedef Matrix3< unsigned int > umat3
 A 3x3 matrix using unsigned int precision.
typedef fmat3 mat3
 Defined as: 'typedef fmat3 mat3'. See also VL_PIPELINE_PRECISION.
typedef Matrix4< double > dmat4
 A 4x4 matrix using double precision.
typedef Matrix4< float > fmat4
 A 4x4 matrix using float precision.
typedef Matrix4< int > imat4
 A 4x4 matrix using int precision.
typedef Matrix4< unsigned int > umat4
 A 4x4 matrix using unsigned int precision.
typedef fmat4 mat4
 Defined as: 'typedef fmat4 mat4'. See also VL_PIPELINE_PRECISION.
typedef Quaternion< float > fquat
typedef Quaternion< double > dquat
typedef Quaternion< realquat
typedef char i8
 8 bits signed integer
typedef unsigned char u8
 8 bits unsigned integer
typedef short i16
 16 bits signed integer
typedef unsigned short u16
 16 bits unsigned integer
typedef int i32
 32 bits signed integer
typedef unsigned int u32
 32 bits unsigned integer
typedef long long i64
 64 bits signed integer
typedef unsigned long long u64
 64 bits unsigned integer
typedef float f32
 32 bits floating point value
typedef double f64
 64 bits floating point value
typedef Vector2< int > ivec2
 A 2 components vector with int precision.
typedef Vector2< unsigned int > uvec2
 A 2 components vector with unsigned int precision.
typedef Vector2< float > fvec2
 A 2 components vector with float precision.
typedef Vector2< double > dvec2
 A 2 components vector with double precision.
typedef Vector2< char > bvec2
 A 2 components vector with char precision.
typedef Vector2< unsigned char > ubvec2
 A 2 components vector with unsigned char precision.
typedef Vector2< short > svec2
 A 2 components vector with short precision.
typedef Vector2< unsigned short > usvec2
 A 2 components vector with unsigned short precision.
typedef fvec2 vec2
 Defined as: 'typedef fvec2 vec2'. See also VL_PIPELINE_PRECISION.
typedef Vector3< int > ivec3
 A 3 components vector with int precision.
typedef Vector3< unsigned int > uvec3
 A 3 components vector with unsigned int precision.
typedef Vector3< float > fvec3
 A 3 components vector with float precision.
typedef Vector3< double > dvec3
 A 3 components vector with double precision.
typedef Vector3< char > bvec3
 A 3 components vector with char precision.
typedef Vector3< unsigned char > ubvec3
 A 3 components vector with unsigned char precision.
typedef Vector3< short > svec3
 A 3 components vector with short precision.
typedef Vector3< unsigned short > usvec3
 A 3 components vector with unsigned short precision.
typedef fvec3 vec3
 Defined as: 'typedef fvec3 vec3'. See also VL_PIPELINE_PRECISION.
typedef Vector4< int > ivec4
 A 4 components vector with int precision.
typedef Vector4< unsigned int > uvec4
 A 4 components vector with unsigned int precision.
typedef Vector4< float > fvec4
 A 4 components vector with float precision.
typedef Vector4< double > dvec4
 A 4 components vector with double precision.
typedef Vector4< char > bvec4
 A 4 components vector with char precision.
typedef Vector4< unsigned char > ubvec4
 A 4 components vector with unsigned char precision.
typedef Vector4< short > svec4
 A 4 components vector with short precision.
typedef Vector4< unsigned short > usvec4
 A 4 components vector with unsigned short precision.
typedef fvec4 vec4
 Defined as: 'typedef fvec4 vec4'. See also VL_PIPELINE_PRECISION.
typedef std::map< float, ref
< RenderQueue > > 
TRenderQueueMap

Enumerations

enum  ETextureFormat {
  TF_UNKNOWN = 0, TF_ALPHA = GL_ALPHA, TF_ALPHA4 = GL_ALPHA4, TF_ALPHA8 = GL_ALPHA8,
  TF_ALPHA12 = GL_ALPHA12, TF_ALPHA16 = GL_ALPHA16, TF_INTENSITY = GL_INTENSITY, TF_INTENSITY4 = GL_INTENSITY4,
  TF_INTENSITY8 = GL_INTENSITY8, TF_INTENSITY12 = GL_INTENSITY12, TF_INTENSITY16 = GL_INTENSITY16, TF_LUMINANCE = GL_LUMINANCE,
  TF_LUMINANCE4 = GL_LUMINANCE4, TF_LUMINANCE8 = GL_LUMINANCE8, TF_LUMINANCE12 = GL_LUMINANCE12, TF_LUMINANCE16 = GL_LUMINANCE16,
  TF_LUMINANCE_ALPHA = GL_LUMINANCE_ALPHA, TF_LUMINANCE4_ALPHA4 = GL_LUMINANCE4_ALPHA4, TF_LUMINANCE6_ALPHA2 = GL_LUMINANCE6_ALPHA2, TF_LUMINANCE8_ALPHA8 = GL_LUMINANCE8_ALPHA8,
  TF_LUMINANCE12_ALPHA4 = GL_LUMINANCE12_ALPHA4, TF_LUMINANCE12_ALPHA12 = GL_LUMINANCE12_ALPHA12, TF_LUMINANCE16_ALPHA16 = GL_LUMINANCE16_ALPHA16, TF_R3_G3_B2 = GL_R3_G3_B2,
  TF_RGB = GL_RGB, TF_RGB4 = GL_RGB4, TF_RGB5 = GL_RGB5, TF_RGB8 = GL_RGB8,
  TF_RGB10 = GL_RGB10, TF_RGB12 = GL_RGB12, TF_RGB16 = GL_RGB16, TF_RGBA = GL_RGBA,
  TF_RGBA2 = GL_RGBA2, TF_RGBA4 = GL_RGBA4, TF_RGB5_A1 = GL_RGB5_A1, TF_RGBA8 = GL_RGBA8,
  TF_RGB10_A2 = GL_RGB10_A2, TF_RGBA12 = GL_RGBA12, TF_RGBA16 = GL_RGBA16, TF_RGBA32F = GL_RGBA32F,
  TF_RGB32F = GL_RGB32F, TF_ALPHA32F = GL_ALPHA32F_ARB, TF_INTENSITY32F = GL_INTENSITY32F_ARB, TF_LUMINANCE32F = GL_LUMINANCE32F_ARB,
  TF_LUMINANCE_ALPHA32F = GL_LUMINANCE_ALPHA32F_ARB, TF_RGBA16F = GL_RGBA16F, TF_RGB16F = GL_RGB16F, TF_ALPHA16F = GL_ALPHA16F_ARB,
  TF_INTENSITY16F = GL_INTENSITY16F_ARB, TF_LUMINANCE16F = GL_LUMINANCE16F_ARB, TF_LUMINANCE_ALPHA16F = GL_LUMINANCE_ALPHA16F_ARB, TF_RGBA_FLOAT32_ATI = GL_RGBA_FLOAT32_ATI,
  TF_RGB_FLOAT32_ATI = GL_RGB_FLOAT32_ATI, TF_ALPHA_FLOAT32_ATI = GL_ALPHA_FLOAT32_ATI, TF_INTENSITY_FLOAT32_ATI = GL_INTENSITY_FLOAT32_ATI, TF_LUMINANCE_FLOAT32_ATI = GL_LUMINANCE_FLOAT32_ATI,
  TF_LUMINANCE_ALPHA_FLOAT32_ATI = GL_LUMINANCE_ALPHA_FLOAT32_ATI, TF_RGBA_FLOAT16_ATI = GL_RGBA_FLOAT16_ATI, TF_RGB_FLOAT16_ATI = GL_RGB_FLOAT16_ATI, TF_ALPHA_FLOAT16_ATI = GL_ALPHA_FLOAT16_ATI,
  TF_INTENSITY_FLOAT16_ATI = GL_INTENSITY_FLOAT16_ATI, TF_LUMINANCE_FLOAT16_ATI = GL_LUMINANCE_FLOAT16_ATI, TF_LUMINANCE_ALPHA_FLOAT16_ATI = GL_LUMINANCE_ALPHA_FLOAT16_ATI, TF_RGB9_E5_EXT = GL_RGB9_E5_EXT,
  TF_11F_G11F_B10F_EXT = GL_R11F_G11F_B10F_EXT, TF_DEPTH_STENCIL = GL_DEPTH_STENCIL, TF_DEPTH24_STENCIL8 = GL_DEPTH24_STENCIL8, TF_DEPTH_COMPONENT32F = GL_DEPTH_COMPONENT32F,
  TF_DEPTH32F_STENCIL8 = GL_DEPTH32F_STENCIL8, TF_DEPTH_COMPONENT = GL_DEPTH_COMPONENT, TF_DEPTH_COMPONENT16 = GL_DEPTH_COMPONENT16, TF_DEPTH_COMPONENT24 = GL_DEPTH_COMPONENT24,
  TF_DEPTH_COMPONENT32 = GL_DEPTH_COMPONENT32, TF_COMPRESSED_ALPHA = GL_COMPRESSED_ALPHA_ARB, TF_COMPRESSED_INTENSITY = GL_COMPRESSED_INTENSITY_ARB, TF_COMPRESSED_LUMINANCE = GL_COMPRESSED_LUMINANCE_ARB,
  TF_COMPRESSED_LUMINANCE_ALPHA = GL_COMPRESSED_LUMINANCE_ALPHA_ARB, TF_COMPRESSED_RGB = GL_COMPRESSED_RGB_ARB, TF_COMPRESSED_RGBA = GL_COMPRESSED_RGBA_ARB, TF_COMPRESSED_RGB_FXT1_3DFX = GL_COMPRESSED_RGB_FXT1_3DFX,
  TF_COMPRESSED_RGBA_FXT1_3DFX = GL_COMPRESSED_RGBA_FXT1_3DFX, TF_COMPRESSED_RGB_S3TC_DXT1_EXT = GL_COMPRESSED_RGB_S3TC_DXT1_EXT, TF_COMPRESSED_RGBA_S3TC_DXT1_EXT = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, TF_COMPRESSED_RGBA_S3TC_DXT3_EXT = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
  TF_COMPRESSED_RGBA_S3TC_DXT5_EXT = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, TF_COMPRESSED_LUMINANCE_LATC1_EXT = GL_COMPRESSED_LUMINANCE_LATC1_EXT, TF_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT = GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT, TF_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT = GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT,
  TF_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT = GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT, TF_COMPRESSED_RED_RGTC1_EXT = GL_COMPRESSED_RED_RGTC1_EXT, TF_COMPRESSED_SIGNED_RED_RGTC1_EXT = GL_COMPRESSED_SIGNED_RED_RGTC1_EXT, TF_COMPRESSED_RED_GREEN_RGTC2_EXT = GL_COMPRESSED_RED_GREEN_RGTC2_EXT,
  TF_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT = GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT, TF_RGBA32UI_EXT = GL_RGBA32UI_EXT, TF_RGB32UI_EXT = GL_RGB32UI_EXT, TF_ALPHA32UI_EXT = GL_ALPHA32UI_EXT,
  TF_INTENSITY32UI_EXT = GL_INTENSITY32UI_EXT, TF_LUMINANCE32UI_EXT = GL_LUMINANCE32UI_EXT, TF_LUMINANCE_ALPHA32UI_EXT = GL_LUMINANCE_ALPHA32UI_EXT, TF_RGBA16UI_EXT = GL_RGBA16UI_EXT,
  TF_RGB16UI_EXT = GL_RGB16UI_EXT, TF_ALPHA16UI_EXT = GL_ALPHA16UI_EXT, TF_INTENSITY16UI_EXT = GL_INTENSITY16UI_EXT, TF_LUMINANCE16UI_EXT = GL_LUMINANCE16UI_EXT,
  TF_LUMINANCE_ALPHA16UI_EXT = GL_LUMINANCE_ALPHA16UI_EXT, TF_RGBA8UI_EXT = GL_RGBA8UI_EXT, TF_RGB8UI_EXT = GL_RGB8UI_EXT, TF_ALPHA8UI_EXT = GL_ALPHA8UI_EXT,
  TF_INTENSITY8UI_EXT = GL_INTENSITY8UI_EXT, TF_LUMINANCE8UI_EXT = GL_LUMINANCE8UI_EXT, TF_LUMINANCE_ALPHA8UI_EXT = GL_LUMINANCE_ALPHA8UI_EXT, TF_RGBA32I_EXT = GL_RGBA32I_EXT,
  TF_RGB32I_EXT = GL_RGB32I_EXT, TF_ALPHA32I_EXT = GL_ALPHA32I_EXT, TF_INTENSITY32I_EXT = GL_INTENSITY32I_EXT, TF_LUMINANCE32I_EXT = GL_LUMINANCE32I_EXT,
  TF_LUMINANCE_ALPHA32I_EXT = GL_LUMINANCE_ALPHA32I_EXT, TF_RGBA16I_EXT = GL_RGBA16I_EXT, TF_RGB16I_EXT = GL_RGB16I_EXT, TF_ALPHA16I_EXT = GL_ALPHA16I_EXT,
  TF_INTENSITY16I_EXT = GL_INTENSITY16I_EXT, TF_LUMINANCE16I_EXT = GL_LUMINANCE16I_EXT, TF_LUMINANCE_ALPHA16I_EXT = GL_LUMINANCE_ALPHA16I_EXT, TF_RGBA8I_EXT = GL_RGBA8I_EXT,
  TF_RGB8I_EXT = GL_RGB8I_EXT, TF_ALPHA8I_EXT = GL_ALPHA8I_EXT, TF_INTENSITY8I_EXT = GL_INTENSITY8I_EXT, TF_LUMINANCE8I_EXT = GL_LUMINANCE8I_EXT,
  TF_LUMINANCE_ALPHA8I_EXT = GL_LUMINANCE_ALPHA8I_EXT, TF_RED = GL_RED, TF_COMPRESSED_RED = GL_COMPRESSED_RED, TF_COMPRESSED_RG = GL_COMPRESSED_RG,
  TF_RG = GL_RG, TF_R8 = GL_R8, TF_R16 = GL_R16, TF_RG8 = GL_RG8,
  TF_RG16 = GL_RG16, TF_R16F = GL_R16F, TF_R32F = GL_R32F, TF_RG16F = GL_RG16F,
  TF_RG32F = GL_RG32F, TF_R8I = GL_R8I, TF_R8UI = GL_R8UI, TF_R16I = GL_R16I,
  TF_R16UI = GL_R16UI, TF_R32I = GL_R32I, TF_R32UI = GL_R32UI, TF_RG8I = GL_RG8I,
  TF_RG8UI = GL_RG8UI, TF_RG16I = GL_RG16I, TF_RG16UI = GL_RG16UI, TF_RG32I = GL_RG32I,
  TF_RG32UI = GL_RG32UI, TF_SLUMINANCE_ALPHA = GL_SLUMINANCE_ALPHA, TF_SLUMINANCE8_ALPHA8 = GL_SLUMINANCE8_ALPHA8, TF_SLUMINANCE = GL_SLUMINANCE,
  TF_SLUMINANCE8 = GL_SLUMINANCE8, TF_COMPRESSED_SLUMINANCE = GL_COMPRESSED_SLUMINANCE, TF_COMPRESSED_SLUMINANCE_ALPHA = GL_COMPRESSED_SLUMINANCE_ALPHA, TF_SRGB = GL_SRGB,
  TF_SRGB8 = GL_SRGB8, TF_SRGB_ALPHA = GL_SRGB_ALPHA, TF_SRGB8_ALPHA8 = GL_SRGB8_ALPHA8, TF_COMPRESSED_SRGB = GL_COMPRESSED_SRGB,
  TF_COMPRESSED_SRGB_ALPHA = GL_COMPRESSED_SRGB_ALPHA, TF_COMPRESSED_SRGB_S3TC_DXT1_EXT = GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, TF_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, TF_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT,
  TF_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, TF_R8_SNORM = GL_R8_SNORM, TF_R16_SNORM = GL_R16_SNORM, TF_RG8_SNORM = GL_RG8_SNORM,
  TF_RG16_SNORM = GL_RG16_SNORM, TF_RGB8_SNORM = GL_RGB8_SNORM, TF_RGBA8_SNORM = GL_RGBA8_SNORM, TF_RGB10_A2UI = GL_RGB10_A2UI,
  TF_RGBA16_SNORM = GL_RGBA16_SNORM, TF_R11F_G11F_B10F = GL_R11F_G11F_B10F, TF_RGB9_E5 = GL_RGB9_E5, TF_RGB8I = GL_RGB8I,
  TF_RGB8UI = GL_RGB8UI, TF_RGB16I = GL_RGB16I, TF_RGB16UI = GL_RGB16UI, TF_RGB32I = GL_RGB32I,
  TF_RGB32UI = GL_RGB32UI, TF_RGBA8I = GL_RGBA8I, TF_RGBA8UI = GL_RGBA8UI, TF_RGBA16I = GL_RGBA16I,
  TF_RGBA16UI = GL_RGBA16UI, TF_RGBA32I = GL_RGBA32I, TF_RGBA32UI = GL_RGBA32UI
}
enum  EImageFormat {
  IF_RGB = GL_RGB, IF_RGBA = GL_RGBA, IF_BGR = GL_BGR, IF_BGRA = GL_BGRA,
  IF_RG = GL_RG, IF_RG_INTEGER = GL_RG_INTEGER, IF_RED = GL_RED, IF_GREEN = GL_GREEN,
  IF_BLUE = GL_BLUE, IF_ALPHA = GL_ALPHA, IF_LUMINANCE = GL_LUMINANCE, IF_LUMINANCE_ALPHA = GL_LUMINANCE_ALPHA,
  IF_DEPTH_COMPONENT = GL_DEPTH_COMPONENT, IF_STENCIL_INDEX = GL_STENCIL_INDEX, IF_DEPTH_STENCIL = GL_DEPTH_STENCIL, IF_COMPRESSED_RGB_S3TC_DXT1 = GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
  IF_COMPRESSED_RGBA_S3TC_DXT1 = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, IF_COMPRESSED_RGBA_S3TC_DXT3 = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, IF_COMPRESSED_RGBA_S3TC_DXT5 = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, IF_RED_INTEGER = GL_RED_INTEGER,
  IF_GREEN_INTEGER = GL_GREEN_INTEGER, IF_BLUE_INTEGER = GL_BLUE_INTEGER, IF_ALPHA_INTEGER = GL_ALPHA_INTEGER, IF_RGB_INTEGER = GL_RGB_INTEGER,
  IF_RGBA_INTEGER = GL_RGBA_INTEGER, IF_BGR_INTEGER = GL_BGR_INTEGER, IF_BGRA_INTEGER = GL_BGRA_INTEGER, IF_LUMINANCE_INTEGER = GL_LUMINANCE_INTEGER_EXT,
  IF_LUMINANCE_ALPHA_INTEGER = GL_LUMINANCE_ALPHA_INTEGER_EXT
}
enum  ETex2DTarget {
  T2DT_TEXTURE_2D = GL_TEXTURE_2D, T2DT_TEXTURE_CUBE_MAP_POSITIVE_X = GL_TEXTURE_CUBE_MAP_POSITIVE_X, T2DT_TEXTURE_CUBE_MAP_NEGATIVE_X = GL_TEXTURE_CUBE_MAP_NEGATIVE_X, T2DT_TEXTURE_CUBE_MAP_POSITIVE_Y = GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
  T2DT_TEXTURE_CUBE_MAP_NEGATIVE_Y = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, T2DT_TEXTURE_CUBE_MAP_POSITIVE_Z = GL_TEXTURE_CUBE_MAP_POSITIVE_Z, T2DT_TEXTURE_CUBE_MAP_NEGATIVE_Z = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, T2DT_TEXTURE_RECTANGLE = GL_TEXTURE_RECTANGLE_ARB,
  T2DT_TEXTURE_1D_ARRAY = GL_TEXTURE_1D_ARRAY, T2DT_TEXTURE_2D_MULTISAMPLE = GL_TEXTURE_2D_MULTISAMPLE
}
enum  EAttachmentPoint {
  AP_NO_ATTACHMENT = 0, AP_COLOR_ATTACHMENT0 = GL_COLOR_ATTACHMENT0, AP_COLOR_ATTACHMENT1 = GL_COLOR_ATTACHMENT1, AP_COLOR_ATTACHMENT2 = GL_COLOR_ATTACHMENT2,
  AP_COLOR_ATTACHMENT3 = GL_COLOR_ATTACHMENT3, AP_COLOR_ATTACHMENT4 = GL_COLOR_ATTACHMENT4, AP_COLOR_ATTACHMENT5 = GL_COLOR_ATTACHMENT5, AP_COLOR_ATTACHMENT6 = GL_COLOR_ATTACHMENT6,
  AP_COLOR_ATTACHMENT7 = GL_COLOR_ATTACHMENT7, AP_COLOR_ATTACHMENT8 = GL_COLOR_ATTACHMENT8, AP_COLOR_ATTACHMENT9 = GL_COLOR_ATTACHMENT9, AP_COLOR_ATTACHMENT10 = GL_COLOR_ATTACHMENT10,
  AP_COLOR_ATTACHMENT11 = GL_COLOR_ATTACHMENT11, AP_COLOR_ATTACHMENT12 = GL_COLOR_ATTACHMENT12, AP_COLOR_ATTACHMENT13 = GL_COLOR_ATTACHMENT13, AP_COLOR_ATTACHMENT14 = GL_COLOR_ATTACHMENT14,
  AP_COLOR_ATTACHMENT15 = GL_COLOR_ATTACHMENT15, AP_DEPTH_ATTACHMENT = GL_DEPTH_ATTACHMENT, AP_STENCIL_ATTACHMENT = GL_STENCIL_ATTACHMENT, AP_DEPTH_STENCIL_ATTACHMENT = GL_DEPTH_STENCIL_ATTACHMENT
}
enum  EColorBufferFormat {
  CBF_RED = GL_RED, CBF_RG = GL_RG, CBF_RGB = GL_RGB, CBF_RGBA = GL_RGBA,
  CBF_R8 = GL_R8, CBF_R16 = GL_R16, CBF_RG8 = GL_RG8, CBF_RG16 = GL_RG16,
  CBF_RGBA8 = GL_RGBA8, CBF_RGB10_A2 = GL_RGB10_A2, CBF_RGB10_A2UI = GL_RGB10_A2UI, CBF_RGBA16 = GL_RGBA16,
  CBF_SRGB8_ALPHA8 = GL_SRGB8_ALPHA8, CBF_R16F = GL_R16F, CBF_RG16F = GL_RG16F, CBF_RGBA16F = GL_RGBA16F,
  CBF_R32F = GL_R32F, CBF_RG32F = GL_RG32F, CBF_RGBA32F = GL_RGBA32F, CBF_R11F_G11F_B10F = GL_R11F_G11F_B10F,
  CBF_R8I = GL_R8I, CBF_R8UI = GL_R8UI, CBF_R16I = GL_R16I, CBF_R16UI = GL_R16UI,
  CBF_R32I = GL_R32I, CBF_R32UI = GL_R32UI, CBF_RG8I = GL_RG8I, CBF_RG8UI = GL_RG8UI,
  CBF_RG16I = GL_RG16I, CBF_RG16UI = GL_RG16UI, CBF_RG32I = GL_RG32I, CBF_RG32UI = GL_RG32UI,
  CBF_RGBA8I = GL_RGBA8I, CBF_RGBA8UI = GL_RGBA8UI, CBF_RGBA16I = GL_RGBA16I, CBF_RGBA16UI = GL_RGBA16UI,
  CBF_RGBA32I = GL_RGBA32I, CBF_RGBA32UI = GL_RGBA32UI
}
 

Color-renderable formats as defined in section 4.4.4 of opengl api specs 4.1.

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enum  EDepthBufferFormat {
  DBF_DEPTH_COMPONENT = GL_DEPTH_COMPONENT, DBF_DEPTH_COMPONENT16 = GL_DEPTH_COMPONENT16, DBF_DEPTH_COMPONENT24 = GL_DEPTH_COMPONENT24, DBF_DEPTH_COMPONENT32 = GL_DEPTH_COMPONENT32,
  DBF_DEPTH_COMPONENT32F = GL_DEPTH_COMPONENT32F
}
enum  EStencilBufferFormat { SBF_STENCIL_INDEX1 = GL_STENCIL_INDEX1_EXT, SBF_STENCIL_INDEX4 = GL_STENCIL_INDEX4_EXT, SBF_STENCIL_INDEX8 = GL_STENCIL_INDEX8_EXT, SBF_STENCIL_INDEX16 = GL_STENCIL_INDEX16_EXT }
enum  EDepthStencilBufferFormat { DSBT_DEPTH_STENCIL = GL_DEPTH_STENCIL, DSBT_DEPTH24_STENCIL8 = GL_DEPTH24_STENCIL8, DSBT_DEPTH32F_STENCIL8 = GL_DEPTH32F_STENCIL8 }
enum  EClearFlags {
  CF_DO_NOT_CLEAR = 0, CF_CLEAR_COLOR = GL_COLOR_BUFFER_BIT, CF_CLEAR_DEPTH = GL_DEPTH_BUFFER_BIT, CF_CLEAR_STENCIL = GL_STENCIL_BUFFER_BIT,
  CF_CLEAR_COLOR_DEPTH = CF_CLEAR_COLOR + CF_CLEAR_DEPTH, CF_CLEAR_COLOR_STENCIL = CF_CLEAR_COLOR + CF_CLEAR_STENCIL, CF_CLEAR_DEPTH_STENCIL = CF_CLEAR_DEPTH + CF_CLEAR_STENCIL, CF_CLEAR_COLOR_DEPTH_STENCIL = CF_CLEAR_COLOR + CF_CLEAR_DEPTH + CF_CLEAR_STENCIL
}
enum  EClearColorMode { CCM_Float, CCM_Int, CCM_UInt }
enum  EBlendFactor {
  BF_ZERO = GL_ZERO, BF_ONE = GL_ONE, BF_SRC_COLOR = GL_SRC_COLOR, BF_ONE_MINUS_SRC_COLOR = GL_ONE_MINUS_SRC_COLOR,
  BF_DST_COLOR = GL_DST_COLOR, BF_ONE_MINUS_DST_COLOR = GL_ONE_MINUS_DST_COLOR, BF_SRC_ALPHA = GL_SRC_ALPHA, BF_ONE_MINUS_SRC_ALPHA = GL_ONE_MINUS_SRC_ALPHA,
  BF_DST_ALPHA = GL_DST_ALPHA, BF_ONE_MINUS_DST_ALPHA = GL_ONE_MINUS_DST_ALPHA, BF_CONSTANT_COLOR = GL_CONSTANT_COLOR, BF_ONE_MINUS_CONSTANT_COLOR = GL_ONE_MINUS_CONSTANT_COLOR,
  BF_CONSTANT_ALPHA = GL_CONSTANT_ALPHA, BF_ONE_MINUS_CONSTANT_ALPHA = GL_ONE_MINUS_CONSTANT_ALPHA, BF_SRC_ALPHA_SATURATE = GL_SRC_ALPHA_SATURATE
}
enum  ETextureDimension {
  TD_TEXTURE_UNKNOWN = 0, TD_TEXTURE_1D = GL_TEXTURE_1D, TD_TEXTURE_2D = GL_TEXTURE_2D, TD_TEXTURE_3D = GL_TEXTURE_3D,
  TD_TEXTURE_CUBE_MAP = GL_TEXTURE_CUBE_MAP, TD_TEXTURE_RECTANGLE = GL_TEXTURE_RECTANGLE, TD_TEXTURE_1D_ARRAY = GL_TEXTURE_1D_ARRAY, TD_TEXTURE_2D_ARRAY = GL_TEXTURE_2D_ARRAY,
  TD_TEXTURE_BUFFER = GL_TEXTURE_BUFFER, TD_TEXTURE_2D_MULTISAMPLE = GL_TEXTURE_2D_MULTISAMPLE, TD_TEXTURE_2D_MULTISAMPLE_ARRAY = GL_TEXTURE_2D_MULTISAMPLE_ARRAY
}
enum  ETexCompareMode { TCM_NONE = GL_NONE, TCM_COMPARE_R_TO_TEXTURE = GL_COMPARE_R_TO_TEXTURE, TCM_COMPARE_REF_DEPTH_TO_TEXTURE = GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT }
enum  ETexCompareFunc {
  TCF_LEQUAL = GL_LEQUAL, TCF_GEQUAL = GL_GEQUAL, TCF_LESS = GL_LESS, TCF_GREATER = GL_GREATER,
  TCF_EQUAL = GL_EQUAL, TCF_NOTEQUAL = GL_NOTEQUAL, TCF_ALWAYS = GL_ALWAYS, TCF_NEVER = GL_NEVER
}
enum  EDepthTextureMode { DTM_LUMINANCE = GL_LUMINANCE, DTM_INTENSITY = GL_INTENSITY, DTM_ALPHA = GL_ALPHA, DTM_RED = GL_RED }
enum  EReadDrawBuffer {
  RDB_NONE = GL_NONE, RDB_FRONT_LEFT = GL_FRONT_LEFT, RDB_FRONT_RIGHT = GL_FRONT_RIGHT, RDB_BACK_LEFT = GL_BACK_LEFT,
  RDB_BACK_RIGHT = GL_BACK_RIGHT, RDB_AUX0 = GL_AUX0, RDB_AUX1 = GL_AUX1, RDB_AUX2 = GL_AUX2,
  RDB_AUX3 = GL_AUX3, RDB_COLOR_ATTACHMENT0 = GL_COLOR_ATTACHMENT0_EXT, RDB_COLOR_ATTACHMENT1 = GL_COLOR_ATTACHMENT1_EXT, RDB_COLOR_ATTACHMENT2 = GL_COLOR_ATTACHMENT2_EXT,
  RDB_COLOR_ATTACHMENT3 = GL_COLOR_ATTACHMENT3_EXT, RDB_COLOR_ATTACHMENT4 = GL_COLOR_ATTACHMENT4_EXT, RDB_COLOR_ATTACHMENT5 = GL_COLOR_ATTACHMENT5_EXT, RDB_COLOR_ATTACHMENT6 = GL_COLOR_ATTACHMENT6_EXT,
  RDB_COLOR_ATTACHMENT7 = GL_COLOR_ATTACHMENT7_EXT, RDB_COLOR_ATTACHMENT8 = GL_COLOR_ATTACHMENT8_EXT, RDB_COLOR_ATTACHMENT9 = GL_COLOR_ATTACHMENT9_EXT, RDB_COLOR_ATTACHMENT10 = GL_COLOR_ATTACHMENT10_EXT,
  RDB_COLOR_ATTACHMENT11 = GL_COLOR_ATTACHMENT11_EXT, RDB_COLOR_ATTACHMENT12 = GL_COLOR_ATTACHMENT12_EXT, RDB_COLOR_ATTACHMENT13 = GL_COLOR_ATTACHMENT13_EXT, RDB_COLOR_ATTACHMENT14 = GL_COLOR_ATTACHMENT14_EXT,
  RDB_COLOR_ATTACHMENT15 = GL_COLOR_ATTACHMENT15_EXT
}
enum  EFramebufferBind { FBB_FRAMEBUFFER = GL_FRAMEBUFFER, FBB_DRAW_FRAMEBUFFER = GL_DRAW_FRAMEBUFFER, FBB_READ_FRAMEBUFFER = GL_READ_FRAMEBUFFER }
enum  EImageType {
  IT_IMPLICIT_TYPE = 0, IT_UNSIGNED_BYTE = GL_UNSIGNED_BYTE, IT_BYTE = GL_BYTE, IT_UNSIGNED_SHORT = GL_UNSIGNED_SHORT,
  IT_SHORT = GL_SHORT, IT_UNSIGNED_INT = GL_UNSIGNED_INT, IT_INT = GL_INT, IT_FLOAT = GL_FLOAT,
  IT_UNSIGNED_BYTE_3_3_2 = GL_UNSIGNED_BYTE_3_3_2, IT_UNSIGNED_BYTE_2_3_3_REV = GL_UNSIGNED_BYTE_2_3_3_REV, IT_UNSIGNED_SHORT_5_6_5 = GL_UNSIGNED_SHORT_5_6_5, IT_UNSIGNED_SHORT_5_6_5_REV = GL_UNSIGNED_SHORT_5_6_5_REV,
  IT_UNSIGNED_SHORT_4_4_4_4 = GL_UNSIGNED_SHORT_4_4_4_4, IT_UNSIGNED_SHORT_4_4_4_4_REV = GL_UNSIGNED_SHORT_4_4_4_4_REV, IT_UNSIGNED_SHORT_5_5_5_1 = GL_UNSIGNED_SHORT_5_5_5_1, IT_UNSIGNED_SHORT_1_5_5_5_REV = GL_UNSIGNED_SHORT_1_5_5_5_REV,
  IT_UNSIGNED_INT_8_8_8_8 = GL_UNSIGNED_INT_8_8_8_8, IT_UNSIGNED_INT_8_8_8_8_REV = GL_UNSIGNED_INT_8_8_8_8_REV, IT_UNSIGNED_INT_10_10_10_2 = GL_UNSIGNED_INT_10_10_10_2, IT_UNSIGNED_INT_2_10_10_10_REV = GL_UNSIGNED_INT_2_10_10_10_REV,
  IT_UNSIGNED_INT_5_9_9_9_REV = GL_UNSIGNED_INT_5_9_9_9_REV_EXT, IT_UNSIGNED_INT_10F_11F_11F_REV = GL_UNSIGNED_INT_10F_11F_11F_REV_EXT, IT_UNSIGNED_INT_24_8 = GL_UNSIGNED_INT_24_8, IT_FLOAT_32_UNSIGNED_INT_24_8_REV = GL_FLOAT_32_UNSIGNED_INT_24_8_REV
}
enum  EPrimitiveType {
  PT_POINTS = GL_POINTS, PT_LINES = GL_LINES, PT_LINE_LOOP = GL_LINE_LOOP, PT_LINE_STRIP = GL_LINE_STRIP,
  PT_TRIANGLES = GL_TRIANGLES, PT_TRIANGLE_STRIP = GL_TRIANGLE_STRIP, PT_TRIANGLE_FAN = GL_TRIANGLE_FAN, PT_QUADS = GL_QUADS,
  PT_QUAD_STRIP = GL_QUAD_STRIP, PT_POLYGON = GL_POLYGON, PT_LINES_ADJACENCY = GL_LINES_ADJACENCY_EXT, PT_LINE_STRIP_ADJACENCY = GL_LINE_STRIP_ADJACENCY_EXT,
  PT_TRIANGLES_ADJACENCY = GL_TRIANGLES_ADJACENCY_EXT, PT_TRIANGLE_STRIP_ADJACENCY = GL_TRIANGLE_STRIP_ADJACENCY_EXT, PT_PATCHES = GL_PATCHES, PT_UNKNOWN
}
enum  EPolygonFace { PF_FRONT = GL_FRONT, PF_BACK = GL_BACK, PF_FRONT_AND_BACK = GL_FRONT_AND_BACK }
enum  EHintMode { HM_FASTEST = GL_FASTEST, HM_NICEST = GL_NICEST, HM_DONT_CARE = GL_DONT_CARE }
enum  EFrontFace { FF_CW = GL_CW, FF_CCW = GL_CCW }
enum  EFunction {
  FU_NEVER = GL_NEVER, FU_LESS = GL_LESS, FU_EQUAL = GL_EQUAL, FU_LEQUAL = GL_LEQUAL,
  FU_GREATER = GL_GREATER, FU_NOTEQUAL = GL_NOTEQUAL, FU_GEQUAL = GL_GEQUAL, FU_ALWAYS = GL_ALWAYS
}
enum  EPolygonMode { PM_FILL = GL_FILL, PM_LINE = GL_LINE, PM_POINT = GL_POINT }
enum  EShadeModel { SM_FLAT = GL_FLAT, SM_SMOOTH = GL_SMOOTH }
enum  EBlendEquation {
  BE_FUNC_ADD = GL_FUNC_ADD, BE_FUNC_SUBTRACT = GL_FUNC_SUBTRACT, BE_FUNC_REVERSE_SUBTRACT = GL_FUNC_REVERSE_SUBTRACT, BE_MIN = GL_MIN,
  BE_MAX = GL_MAX
}
enum  EColorMaterial {
  CM_EMISSION = GL_EMISSION, CM_AMBIENT = GL_AMBIENT, CM_DIFFUSE = GL_DIFFUSE, CM_SPECULAR = GL_SPECULAR,
  CM_AMBIENT_AND_DIFFUSE = GL_AMBIENT_AND_DIFFUSE
}
enum  EColorControl { CC_SEPARATE_SPECULAR_COLOR = GL_SEPARATE_SPECULAR_COLOR, CC_SINGLE_COLOR = GL_SINGLE_COLOR }
enum  EFogMode { FM_LINEAR = GL_LINEAR, FM_EXP = GL_EXP, FM_EXP2 = GL_EXP2 }
enum  ELogicOp {
  LO_CLEAR = GL_CLEAR, LO_SET = GL_SET, LO_COPY = GL_COPY, LO_COPY_INVERTED = GL_COPY_INVERTED,
  LO_NOOP = GL_NOOP, LO_INVERT = GL_INVERT, LO_AND = GL_AND, LO_NAND = GL_NAND,
  LO_OR = GL_OR, LO_NOR = GL_NOR, LO_XOR = GL_XOR, LO_EQUIV = GL_EQUIV,
  LO_AND_REVERSE = GL_AND_REVERSE, LO_AND_INVERTED = GL_AND_INVERTED, LO_OR_REVERSE = GL_OR_REVERSE, LO_OR_INVERTED = GL_OR_INVERTED
}
enum  EStencilOp {
  SO_KEEP = GL_KEEP, SO_ZERO = GL_ZERO, SO_REPLACE = GL_REPLACE, SO_INCR = GL_INCR,
  SO_INCR_WRAP = GL_INCR_WRAP, SO_DECR = GL_DECR, SO_DECR_WRAP = GL_DECR_WRAP, SO_INVERT = GL_INVERT
}
enum  ETexParamFilter {
  TPF_NEAREST = GL_NEAREST, TPF_LINEAR = GL_LINEAR, TPF_NEAREST_MIPMAP_NEAREST = GL_NEAREST_MIPMAP_NEAREST, TPF_LINEAR_MIPMAP_NEAREST = GL_LINEAR_MIPMAP_NEAREST,
  TPF_NEAREST_MIPMAP_LINEAR = GL_NEAREST_MIPMAP_LINEAR, TPF_LINEAR_MIPMAP_LINEAR = GL_LINEAR_MIPMAP_LINEAR
}
enum  ETexParamWrap {
  TPW_CLAMP = GL_CLAMP, TPW_CLAMP_TO_BORDER = GL_CLAMP_TO_BORDER, TPW_CLAMP_TO_EDGE = GL_CLAMP_TO_EDGE, TPW_MIRRORED_REPEAT = GL_MIRRORED_REPEAT,
  TPW_REPEAT = GL_REPEAT
}
enum  ETexEnvMode {
  TEM_DECAL = GL_DECAL, TEM_MODULATE = GL_MODULATE, TEM_ADD = GL_ADD, TEM_BLEND = GL_BLEND,
  TEM_REPLACE = GL_REPLACE, TEM_COMBINE = GL_COMBINE, TEM_ADD_SIGN = GL_ADD_SIGNED, TEM_INTERPOLATE = GL_INTERPOLATE,
  TEM_SUBTRACT = GL_SUBTRACT, TEM_DOT3_RGB = GL_DOT3_RGB, TEM_DOT3_RGBA = GL_DOT3_RGBA
}
enum  ETexEnvSource {
  TES_TEXTURE = GL_TEXTURE, TES_TEXTURE0 = GL_TEXTURE0, TES_TEXTURE1 = GL_TEXTURE1, TES_TEXTURE2 = GL_TEXTURE2,
  TES_TEXTURE3 = GL_TEXTURE3, TES_TEXTURE4 = GL_TEXTURE4, TES_TEXTURE5 = GL_TEXTURE5, TES_TEXTURE6 = GL_TEXTURE6,
  TES_TEXTURE7 = GL_TEXTURE7, TES_CONSTANT = GL_CONSTANT, TES_PRIMARY_COLOR = GL_PRIMARY_COLOR, TES_PREVIOUS = GL_PREVIOUS
}
enum  ETexEnvOperand { TEO_SRC_COLOR = GL_SRC_COLOR, TEO_ONE_MINUS_SRC_COLOR = GL_ONE_MINUS_SRC_COLOR, TEO_SRC_ALPHA = GL_SRC_ALPHA, TEO_ONE_MINUS_SRC_ALPHA = GL_ONE_MINUS_SRC_ALPHA }
enum  ETexGenMode {
  TGM_DISABLED = 0, TGM_EYE_LINEAR = GL_EYE_LINEAR, TGM_OBJECT_LINEAR = GL_OBJECT_LINEAR, TGM_SPHERE_MAP = GL_SPHERE_MAP,
  TGM_REFLECTION_MAP = GL_REFLECTION_MAP, TGM_NORMAL_MAP = GL_NORMAL_MAP
}
 

Texture generation modes, see also http://www.opengl.org/sdk/docs/man/xhtml/glTexGen.xml for more information.

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enum  EEnable {
  EN_BLEND, EN_CULL_FACE, EN_DEPTH_TEST, EN_STENCIL_TEST,
  EN_DITHER, EN_POLYGON_OFFSET_FILL, EN_POLYGON_OFFSET_LINE, EN_POLYGON_OFFSET_POINT,
  EN_COLOR_LOGIC_OP, EN_MULTISAMPLE, EN_POINT_SMOOTH, EN_LINE_SMOOTH,
  EN_POLYGON_SMOOTH, EN_LINE_STIPPLE, EN_POLYGON_STIPPLE, EN_POINT_SPRITE,
  EN_PROGRAM_POINT_SIZE, EN_ALPHA_TEST, EN_LIGHTING, EN_COLOR_SUM,
  EN_FOG, EN_NORMALIZE, EN_RESCALE_NORMAL, EN_VERTEX_PROGRAM_TWO_SIDE,
  EN_TEXTURE_CUBE_MAP_SEAMLESS, EN_CLIP_DISTANCE0, EN_CLIP_DISTANCE1, EN_CLIP_DISTANCE2,
  EN_CLIP_DISTANCE3, EN_CLIP_DISTANCE4, EN_CLIP_DISTANCE5, EN_CLIP_DISTANCE6,
  EN_CLIP_DISTANCE7, EN_SAMPLE_ALPHA_TO_COVERAGE, EN_SAMPLE_ALPHA_TO_ONE, EN_SAMPLE_COVERAGE,
  EN_EnableCount, EN_UnknownEnable
}
 

Constant that enable/disable a specific OpenGL feature, see also Shader, Shader::enable(), Shader::disable(), Shader::isEnabled()

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enum  EBufferObjectUsage {
  BU_STREAM_DRAW = GL_STREAM_DRAW, BU_STREAM_READ = GL_STREAM_READ, BU_STREAM_COPY = GL_STREAM_COPY, BU_STATIC_DRAW = GL_STATIC_DRAW,
  BU_STATIC_READ = GL_STATIC_READ, BU_STATIC_COPY = GL_STATIC_COPY, BU_DYNAMIC_DRAW = GL_DYNAMIC_DRAW, BU_DYNAMIC_READ = GL_DYNAMIC_READ,
  BU_DYNAMIC_COPY = GL_DYNAMIC_COPY
}
enum  EBufferObjectAccess { BA_READ_ONLY = GL_READ_ONLY, BA_WRITE_ONLY = GL_WRITE_ONLY, BA_READ_WRITE = GL_READ_WRITE }
enum  EAlign {
  AlignLeft = 1, AlignHCenter = 2, AlignRight = 4, AlignTop = 8,
  AlignVCenter = 16, AlignBottom = 32
}
enum  ETextAlign { TextAlignLeft, TextAlignRight, TextAlignCenter, TextAlignJustify }
enum  ETextMode { Text2D = 1, Text3D = 2 }
enum  ETextLayout { LeftToRightText, RightToLeftText, TopToBottomText }
enum  EDepthSortMode { NeverDepthSort, AlwaysDepthSort, AlphaDepthSort }
enum  EImageDimension {
  ID_None, ID_1D, ID_2D, ID_3D,
  ID_Cubemap, ID_Error
}
enum  EStateType {
  ST_RenderStates = 1, ST_Enables = 2, ST_TextureSamplers = 4, ST_Lights = 8,
  ST_ClipPlanes = 16
}
enum  ERenderState {
  RS_VertexAttrib, RS_VertexAttrib1, RS_VertexAttrib2, RS_VertexAttrib3,
  RS_VertexAttrib4, RS_VertexAttrib5, RS_VertexAttrib6, RS_VertexAttrib7,
  RS_AlphaFunc, RS_BlendColor, RS_BlendEquation, RS_BlendFunc,
  RS_Color, RS_ColorMask, RS_CullFace, RS_DepthFunc,
  RS_DepthMask, RS_DepthRange, RS_Fog, RS_FrontFace,
  RS_PolygonMode, RS_Hint, RS_LightModel, RS_LineStipple,
  RS_LineWidth, RS_LogicOp, RS_Material, RS_Normal,
  RS_PixelTransfer, RS_PointParameter, RS_PointSize, RS_PolygonOffset,
  RS_PolygonStipple, RS_SampleCoverage, RS_SecondaryColor, RS_ShadeModel,
  RS_StencilFunc, RS_StencilMask, RS_StencilOp, RS_GLSLProgram,
  RS_Light, RS_Light1, RS_Light2, RS_Light3,
  RS_Light4, RS_Light5, RS_Light6, RS_Light7,
  RS_ClipPlane, RS_ClipPlane1, RS_ClipPlane2, RS_ClipPlane3,
  RS_ClipPlane4, RS_ClipPlane5, RS_TextureSampler, RS_TextureSampler1 = RS_TextureSampler + 1,
  RS_TextureSampler2 = RS_TextureSampler + 2, RS_TextureSampler3 = RS_TextureSampler + 3, RS_TextureSampler4 = RS_TextureSampler + 4, RS_TextureSampler5 = RS_TextureSampler + 5,
  RS_TextureSampler6 = RS_TextureSampler + 6, RS_TextureSampler7 = RS_TextureSampler + 7, RS_TextureSampler8 = RS_TextureSampler + 8, RS_TextureSampler9 = RS_TextureSampler + 9,
  RS_TextureSampler10 = RS_TextureSampler + 10, RS_TextureSampler11 = RS_TextureSampler + 11, RS_TextureSampler12 = RS_TextureSampler + 12, RS_TextureSampler13 = RS_TextureSampler + 13,
  RS_TextureSampler14 = RS_TextureSampler + 14, RS_TextureSampler15 = RS_TextureSampler + 15, RS_TexGen = RS_TextureSampler + VL_MAX_TEXTURE_UNITS, RS_TexGen1 = RS_TexGen + 1,
  RS_TexGen2 = RS_TexGen + 2, RS_TexGen3 = RS_TexGen + 3, RS_TexGen4 = RS_TexGen + 4, RS_TexGen5 = RS_TexGen + 5,
  RS_TexGen6 = RS_TexGen + 6, RS_TexGen7 = RS_TexGen + 7, RS_TexGen8 = RS_TexGen + 8, RS_TexGen9 = RS_TexGen + 9,
  RS_TexGen10 = RS_TexGen + 10, RS_TexGen11 = RS_TexGen + 11, RS_TexGen12 = RS_TexGen + 12, RS_TexGen13 = RS_TexGen + 13,
  RS_TexGen14 = RS_TexGen + 14, RS_TexGen15 = RS_TexGen + 15, RS_TexEnv = RS_TexGen + VL_MAX_TEXTURE_UNITS, RS_TexEnv1 = RS_TexEnv + 1,
  RS_TexEnv2 = RS_TexEnv + 2, RS_TexEnv3 = RS_TexEnv + 3, RS_TexEnv4 = RS_TexEnv + 4, RS_TexEnv5 = RS_TexEnv + 5,
  RS_TexEnv6 = RS_TexEnv + 6, RS_TexEnv7 = RS_TexEnv + 7, RS_TexEnv8 = RS_TexEnv + 8, RS_TexEnv9 = RS_TexEnv + 9,
  RS_TexEnv10 = RS_TexEnv + 10, RS_TexEnv11 = RS_TexEnv + 11, RS_TexEnv12 = RS_TexEnv + 12, RS_TexEnv13 = RS_TexEnv + 13,
  RS_TexEnv14 = RS_TexEnv + 14, RS_TexEnv15 = RS_TexEnv + 15, RS_TextureMatrix = RS_TexEnv + VL_MAX_TEXTURE_UNITS, RS_TextureMatrix1 = RS_TextureMatrix + 1,
  RS_TextureMatrix2 = RS_TextureMatrix + 2, RS_TextureMatrix3 = RS_TextureMatrix + 3, RS_TextureMatrix4 = RS_TextureMatrix + 4, RS_TextureMatrix5 = RS_TextureMatrix + 5,
  RS_TextureMatrix6 = RS_TextureMatrix + 6, RS_TextureMatrix7 = RS_TextureMatrix + 7, RS_TextureMatrix8 = RS_TextureMatrix + 8, RS_TextureMatrix9 = RS_TextureMatrix + 9,
  RS_TextureMatrix10 = RS_TextureMatrix + 10, RS_TextureMatrix11 = RS_TextureMatrix + 11, RS_TextureMatrix12 = RS_TextureMatrix + 12, RS_TextureMatrix13 = RS_TextureMatrix + 13,
  RS_TextureMatrix14 = RS_TextureMatrix + 14, RS_TextureMatrix15 = RS_TextureMatrix + 15, RS_RenderStateCount = RS_TextureMatrix15 + 1, RS_NONE
}
enum  EGeometryInputType {
  GIT_POINTS = GL_POINTS, GIT_LINES = GL_LINES, GIT_LINES_ADJACENCY = GL_LINES_ADJACENCY_EXT, GIT_TRIANGLES = GL_TRIANGLES,
  GIT_TRIANGLES_ADJACENCY = GL_TRIANGLES_ADJACENCY_EXT
}
enum  EGeometryOutputType { GOT_POINTS = GL_POINTS, GOT_LINE_STRIP = GL_LINE_STRIP, GOT_TRIANGLE_STRIP = GL_TRIANGLE_STRIP }
enum  EBufferBits { BB_COLOR_BUFFER_BIT = GL_COLOR_BUFFER_BIT, BB_DEPTH_BUFFER_BIT = GL_DEPTH_BUFFER_BIT, BB_STENCIL_BUFFER_BIT = GL_STENCIL_BUFFER_BIT }
enum  EBillboardType { BT_AxisAlignedBillboard = 1, BT_SphericalBillboard = 2 }
enum  ESortMode { SM_SortBackToFront, SM_SortFrontToBack }
enum  EGetMode { GM_GetOrCreate, GM_DontCreate }
enum  EStringEncoding {
  SE_Unknown, SE_ASCII, SE_UTF8, SE_UTF16_BE,
  SE_UTF16_LE, SE_UTF32_BE, SE_UTF32_LE, SE_LATIN1
}
enum  EOpenMode { OM_ReadOnly, OM_WriteOnly }
enum  EKey {
  Key_None = 0, Key_0, Key_1, Key_2,
  Key_3, Key_4, Key_5, Key_6,
  Key_7, Key_8, Key_9, Key_A,
  Key_B, Key_C, Key_D, Key_E,
  Key_F, Key_G, Key_H, Key_I,
  Key_J, Key_K, Key_L, Key_M,
  Key_N, Key_O, Key_P, Key_Q,
  Key_R, Key_S, Key_T, Key_U,
  Key_V, Key_W, Key_X, Key_Y,
  Key_Z, Key_Return, Key_BackSpace, Key_Tab,
  Key_Space, Key_Clear, Key_Escape, Key_Exclam,
  Key_QuoteDbl, Key_Hash, Key_Dollar, Key_Ampersand,
  Key_Quote, Key_LeftParen, Key_RightParen, Key_Asterisk,
  Key_Plus, Key_Comma, Key_Minus, Key_Period,
  Key_Slash, Key_Colon, Key_Semicolon, Key_Less,
  Key_Equal, Key_Greater, Key_Question, Key_At,
  Key_LeftBracket, Key_BackSlash, Key_RightBracket, Key_Caret,
  Key_Underscore, Key_QuoteLeft, Key_Ctrl, Key_LeftCtrl,
  Key_RightCtrl, Key_Alt, Key_LeftAlt, Key_RightAlt,
  Key_Shift, Key_LeftShift, Key_RightShift, Key_Insert,
  Key_Delete, Key_Home, Key_End, Key_Print,
  Key_Pause, Key_PageUp, Key_PageDown, Key_Left,
  Key_Right, Key_Up, Key_Down, Key_F1,
  Key_F2, Key_F3, Key_F4, Key_F5,
  Key_F6, Key_F7, Key_F8, Key_F9,
  Key_F10, Key_F11, Key_F12, Key_Unknown,
  Key_NumberOfKeys
}
enum  EMouseButton {
  NoButton = 0, LeftButton = 1, RightButton = 2, MiddleButton = 4,
  UnknownButton
}
enum  EInheritance {
  IN_Local = 0x00, IN_Propagate = 0x01, IN_Sticky = 0x04, IN_Propagate_Overrides_Sticky = 0x01 | 0x02 | 0x04,
  IN_Propagate_Overrides = 0x01 | 0x02, IN_Propagate_Sticky = 0x01 | 0x04
}
enum  EShaderType {
  ST_VERTEX_SHADER = GL_VERTEX_SHADER, ST_TESS_CONTROL_SHADER = GL_TESS_CONTROL_SHADER, ST_TESS_EVALUATION_SHADER = GL_TESS_EVALUATION_SHADER, ST_GEOMETRY_SHADER = GL_GEOMETRY_SHADER,
  ST_FRAGMENT_SHADER = GL_FRAGMENT_SHADER
}
enum  ETessellationWinding {
  TW_TESS_WINDING_ODD = GLU_TESS_WINDING_ODD, TW_TESS_WINDING_NONZERO = GLU_TESS_WINDING_NONZERO, TW_TESS_WINDING_POSITIVE = GLU_TESS_WINDING_POSITIVE, TW_TESS_WINDING_NEGATIVE = GLU_TESS_WINDING_NEGATIVE,
  TW_TESS_WINDING_ABS_GEQ_TWO = GLU_TESS_WINDING_ABS_GEQ_TWO
}
enum  EVerbosityLevel { VEL_VERBOSITY_SILENT, VEL_VERBOSITY_ERROR, VEL_VERBOSITY_NORMAL, VEL_VERBOSITY_DEBUG }
enum  ELogLevel {
  LL_LogNotify, LL_LogPrint, LL_LogBug, LL_LogError,
  LL_LogWarning, LL_LogDebug
}
enum  EPointSpriteCoordOrigin { PPCO_LOWER_LEFT = GL_LOWER_LEFT, PPCO_UPPER_LEFT = GL_UPPER_LEFT }
enum  EVertexAttribInterpretation { VAI_NORMAL, VAI_INTEGER, VAI_DOUBLE }
 

Specifies how the data of a VertexAttribInfo is sent to the OpenGL driver, see also http://www.opengl.org/sdk/docs/man4/xhtml/glVertexAttribPointer.xml.

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enum  EVertexAttribBinding { VA_Position = 0, VA_Normal = 1, VA_Color = 2, VA_TexCoord0 = 3 }
 

Default vertex attribute bindings.

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enum  EUniformType {
  UT_NONE = 0x0, UT_FLOAT = GL_FLOAT, UT_FLOAT_VEC2 = GL_FLOAT_VEC2, UT_FLOAT_VEC3 = GL_FLOAT_VEC3,
  UT_FLOAT_VEC4 = GL_FLOAT_VEC4, UT_DOUBLE = GL_DOUBLE, UT_DOUBLE_VEC2 = GL_DOUBLE_VEC2, UT_DOUBLE_VEC3 = GL_DOUBLE_VEC3,
  UT_DOUBLE_VEC4 = GL_DOUBLE_VEC4, UT_INT = GL_INT, UT_INT_VEC2 = GL_INT_VEC2, UT_INT_VEC3 = GL_INT_VEC3,
  UT_INT_VEC4 = GL_INT_VEC4, UT_UNSIGNED_INT = GL_UNSIGNED_INT, UT_UNSIGNED_INT_VEC2 = GL_UNSIGNED_INT_VEC2, UT_UNSIGNED_INT_VEC3 = GL_UNSIGNED_INT_VEC3,
  UT_UNSIGNED_INT_VEC4 = GL_UNSIGNED_INT_VEC4, UT_BOOL = GL_BOOL, UT_BOOL_VEC2 = GL_BOOL_VEC2, UT_BOOL_VEC3 = GL_BOOL_VEC3,
  UT_BOOL_VEC4 = GL_BOOL_VEC4, UT_FLOAT_MAT2 = GL_FLOAT_MAT2, UT_FLOAT_MAT3 = GL_FLOAT_MAT3, UT_FLOAT_MAT4 = GL_FLOAT_MAT4,
  UT_FLOAT_MAT2x3 = GL_FLOAT_MAT2x3, UT_FLOAT_MAT2x4 = GL_FLOAT_MAT2x4, UT_FLOAT_MAT3x2 = GL_FLOAT_MAT3x2, UT_FLOAT_MAT3x4 = GL_FLOAT_MAT3x4,
  UT_FLOAT_MAT4x2 = GL_FLOAT_MAT4x2, UT_FLOAT_MAT4x3 = GL_FLOAT_MAT4x3, UT_DOUBLE_MAT2 = GL_DOUBLE_MAT2, UT_DOUBLE_MAT3 = GL_DOUBLE_MAT3,
  UT_DOUBLE_MAT4 = GL_DOUBLE_MAT4, UT_DOUBLE_MAT2x3 = GL_DOUBLE_MAT2x3, UT_DOUBLE_MAT2x4 = GL_DOUBLE_MAT2x4, UT_DOUBLE_MAT3x2 = GL_DOUBLE_MAT3x2,
  UT_DOUBLE_MAT3x4 = GL_DOUBLE_MAT3x4, UT_DOUBLE_MAT4x2 = GL_DOUBLE_MAT4x2, UT_DOUBLE_MAT4x3 = GL_DOUBLE_MAT4x3, UT_SAMPLER_1D = GL_SAMPLER_1D,
  UT_SAMPLER_2D = GL_SAMPLER_2D, UT_SAMPLER_3D = GL_SAMPLER_3D, UT_SAMPLER_CUBE = GL_SAMPLER_CUBE, UT_SAMPLER_1D_SHADOW = GL_SAMPLER_1D_SHADOW,
  UT_SAMPLER_2D_SHADOW = GL_SAMPLER_2D_SHADOW, UT_SAMPLER_1D_ARRAY = GL_SAMPLER_1D_ARRAY, UT_SAMPLER_2D_ARRAY = GL_SAMPLER_2D_ARRAY, UT_SAMPLER_1D_ARRAY_SHADOW = GL_SAMPLER_1D_ARRAY_SHADOW,
  UT_SAMPLER_2D_ARRAY_SHADOW = GL_SAMPLER_2D_ARRAY_SHADOW, UT_SAMPLER_2D_MULTISAMPLE = GL_SAMPLER_2D_MULTISAMPLE, UT_SAMPLER_2D_MULTISAMPLE_ARRAY = GL_SAMPLER_2D_MULTISAMPLE_ARRAY, UT_SAMPLER_CUBE_SHADOW = GL_SAMPLER_CUBE_SHADOW,
  UT_SAMPLER_BUFFER = GL_SAMPLER_BUFFER, UT_SAMPLER_2D_RECT = GL_SAMPLER_2D_RECT, UT_SAMPLER_2D_RECT_SHADOW = GL_SAMPLER_2D_RECT_SHADOW, UT_INT_SAMPLER_1D = GL_INT_SAMPLER_1D,
  UT_INT_SAMPLER_2D = GL_INT_SAMPLER_2D, UT_INT_SAMPLER_3D = GL_INT_SAMPLER_3D, UT_INT_SAMPLER_CUBE = GL_INT_SAMPLER_CUBE, UT_INT_SAMPLER_1D_ARRAY = GL_INT_SAMPLER_1D_ARRAY,
  UT_INT_SAMPLER_2D_ARRAY = GL_INT_SAMPLER_2D_ARRAY, UT_INT_SAMPLER_2D_MULTISAMPLE = GL_INT_SAMPLER_2D_MULTISAMPLE, UT_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY, UT_INT_SAMPLER_BUFFER = GL_INT_SAMPLER_BUFFER,
  UT_INT_SAMPLER_2D_RECT = GL_INT_SAMPLER_2D_RECT, UT_UNSIGNED_INT_SAMPLER_1D = GL_UNSIGNED_INT_SAMPLER_1D, UT_UNSIGNED_INT_SAMPLER_2D = GL_UNSIGNED_INT_SAMPLER_2D, UT_UNSIGNED_INT_SAMPLER_3D = GL_UNSIGNED_INT_SAMPLER_3D,
  UT_UNSIGNED_INT_SAMPLER_CUBE = GL_UNSIGNED_INT_SAMPLER_CUBE, UT_UNSIGNED_INT_SAMPLER_1D_ARRAY = GL_UNSIGNED_INT_SAMPLER_1D_ARRAY, UT_UNSIGNED_INT_SAMPLER_2D_ARRAY = GL_UNSIGNED_INT_SAMPLER_2D_ARRAY, UT_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE = GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE,
  UT_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY, UT_UNSIGNED_INT_SAMPLER_BUFFER = GL_UNSIGNED_INT_SAMPLER_BUFFER, UT_UNSIGNED_INT_SAMPLER_2D_RECT = GL_UNSIGNED_INT_SAMPLER_2D_RECT, UT_UniformTypeCount
}
 

Uniform types, see also vl::UniformInfo, vl::GLSLProgram, vl::Uniform, http://www.opengl.org/sdk/docs/man4/xhtml/glGetActiveUniform.xml.

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enum  EAttributeType {
  AT_FLOAT = GL_FLOAT, AT_FLOAT_VEC2 = GL_FLOAT_VEC2, AT_FLOAT_VEC3 = GL_FLOAT_VEC3, AT_FLOAT_VEC4 = GL_FLOAT_VEC4,
  AT_FLOAT_MAT2 = GL_FLOAT_MAT2, AT_FLOAT_MAT3 = GL_FLOAT_MAT3, AT_FLOAT_MAT4 = GL_FLOAT_MAT4, AT_FLOAT_MAT2x3 = GL_FLOAT_MAT2x3,
  AT_FLOAT_MAT2x4 = GL_FLOAT_MAT2x4, AT_FLOAT_MAT3x2 = GL_FLOAT_MAT3x2, AT_FLOAT_MAT3x4 = GL_FLOAT_MAT3x4, AT_FLOAT_MAT4x2 = GL_FLOAT_MAT4x2,
  AT_FLOAT_MAT4x3 = GL_FLOAT_MAT4x3, AT_INT = GL_INT, AT_INT_VEC2 = GL_INT_VEC2, AT_INT_VEC3 = GL_INT_VEC3,
  AT_INT_VEC4 = GL_INT_VEC4, AT_UNSIGNED_INT = GL_UNSIGNED_INT, AT_UNSIGNED_INT_VEC2 = GL_UNSIGNED_INT_VEC2, AT_UNSIGNED_INT_VEC3 = GL_UNSIGNED_INT_VEC3,
  AT_UNSIGNED_INT_VEC4 = GL_UNSIGNED_INT_VEC4, AT_DOUBLE = GL_DOUBLE, AT_DOUBLE_VEC2 = GL_DOUBLE_VEC2, AT_DOUBLE_VEC3 = GL_DOUBLE_VEC3,
  AT_DOUBLE_VEC4 = GL_DOUBLE_VEC4, AT_DOUBLE_MAT2 = GL_DOUBLE_MAT2, AT_DOUBLE_MAT3 = GL_DOUBLE_MAT3, AT_DOUBLE_MAT4 = GL_DOUBLE_MAT4,
  AT_DOUBLE_MAT2x3 = GL_DOUBLE_MAT2x3, AT_DOUBLE_MAT2x4 = GL_DOUBLE_MAT2x4, AT_DOUBLE_MAT3x2 = GL_DOUBLE_MAT3x2, AT_DOUBLE_MAT3x4 = GL_DOUBLE_MAT3x4,
  AT_DOUBLE_MAT4x2 = GL_DOUBLE_MAT4x2, AT_DOUBLE_MAT4x3 = GL_DOUBLE_MAT4x3
}
 

GLSLProgram attribute types, see also GLSLProgram::activeAttribs() and http://www.opengl.org/sdk/docs/man4/xhtml/glGetActiveAttrib.xml.

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enum  EProjectionMatrixType { PMT_UserProjection, PMT_OrthographicProjection, PMT_PerspectiveProjection, PMT_PerspectiveProjectionFrustum }
enum  EBufferObjectUpdateFlags { BUF_ForceUpdate = 0x1, BUF_DiscardRamBuffer = 0x2 }
enum  EBufferObjectUpdateMode { BUM_KeepRamBuffer = 0x0, BUM_KeepRamBufferAndForceUpdate = BUF_ForceUpdate, BUM_DiscardRamBuffer = BUF_DiscardRamBuffer, BUM_DiscardRamBufferAndForceUpdate = BUF_DiscardRamBuffer | BUF_ForceUpdate }
enum  EShaderCopyMode { SCM_OwnShaders, SCM_ShareShaders }
enum  EResetContextStates { RCS_RenderingStarted, RCS_RenderingFinished }
enum  EVLBChunkType {
  VLB_ChunkStructure = 1, VLB_ChunkList, VLB_ChunkArrayRealDouble, VLB_ChunkArrayRealFloat,
  VLB_ChunkArrayInteger, VLB_ChunkRawtext, VLB_ChunkString, VLB_ChunkIdentifier,
  VLB_ChunkID, VLB_ChunkRealDouble, VLB_ChunkInteger, VLB_ChunkBool
}
enum  ESilhouetteMode { SilhouetteClosed, SilhouetteOpen }
enum  ECapsuleCap { CC_FlatCap, CC_RoundedCap, CC_NoCap }
enum  EBondType {
  BT_None, BT_Single, BT_Double, BT_Triple,
  BT_Aromatic, BT_Amide, BT_Dummy, BT_Unknown
}
 

Bond types.

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enum  EAtomType {
  AT_Hydrogen, AT_Helium, AT_Lithium, AT_Beryllium,
  AT_Boron, AT_Carbon, AT_Nitrogen, AT_Oxygen,
  AT_Fluorine, AT_Neon, AT_Sodium, AT_Magnesium,
  AT_Aluminium, AT_Silicon, AT_Phosphorus, AT_Sulfur,
  AT_Chlorine, AT_Argon, AT_Potassium, AT_Calcium,
  AT_Scandium, AT_Titanium, AT_Vanadium, AT_Chromium,
  AT_Manganese, AT_Iron, AT_Cobalt, AT_Nickel,
  AT_Copper, AT_Zinc, AT_Gallium, AT_Germanium,
  AT_Arsenic, AT_Selenium, AT_Bromine, AT_Krypton,
  AT_Rubidium, AT_Strontium, AT_Yttrium, AT_Zirconium,
  AT_Niobium, AT_Molybdenum, AT_Technetium, AT_Ruthenium,
  AT_Rhodium, AT_Palladium, AT_Silver, AT_Cadmium,
  AT_Indium, AT_Tin, AT_Antimony, AT_Tellurium,
  AT_Iodine, AT_Xenon, AT_Caesium, AT_Barium,
  AT_Lanthanum, AT_Cerium, AT_Praseodymium, AT_Neodymium,
  AT_Promethium, AT_Samarium, AT_Europium, AT_Gadolinium,
  AT_Terbium, AT_Dysprosium, AT_Holmium, AT_Erbium,
  AT_Thulium, AT_Ytterbium, AT_Lutetium, AT_Hafnium,
  AT_Tantalum, AT_Tungsten, AT_Rhenium, AT_Osmium,
  AT_Iridium, AT_Platinum, AT_Gold, AT_Mercury,
  AT_Thallium, AT_Lead, AT_Bismuth, AT_Polonium,
  AT_Astatine, AT_Radon, AT_Francium, AT_Radium,
  AT_Actinium, AT_Thorium, AT_Protactinium, AT_Uranium,
  AT_Neptunium, AT_Plutonium, AT_Americium, AT_Curium,
  AT_Berkelium, AT_Californium, AT_Einsteinium, AT_Fermium,
  AT_Mendelevium, AT_Nobelium, AT_Lawrencium, AT_Rutherfordium,
  AT_Dubnium, AT_Seaborgium, AT_Bohrium, AT_Hassium,
  AT_Meitnerium, AT_Darmstadtium, AT_Roentgenium, AT_Ununbium,
  AT_Ununtrium, AT_Ununquadium, AT_Ununpentium, AT_Ununhexium,
  AT_Ununseptium, AT_Ununoctium, AT_Unknown, AT_Count
}
 

Element types.

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enum  EMoleculeStyle { MS_AtomsOnly, MS_BallAndStick, MS_Sticks, MS_Wireframe }
 

Defines the main molecule styles.

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enum  ETextureMode { TextureMode_Clamp, TextureMode_Repeat }
 

Defines how the texture is applied to the rendering primitive.

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enum  EPolygonStipple {
  PolygonStipple_Solid, PolygonStipple_Dot, PolygonStipple_Chain, PolygonStipple_HLine,
  PolygonStipple_VLine
}
 

Poligon stipple patterns.

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enum  ELineStipple {
  LineStipple_Solid, LineStipple_Dot, LineStipple_Dash, LineStipple_Dash4,
  LineStipple_Dash8, LineStipple_DashDot, LineStipple_DashDotDot
}
 

Line stipple patterns.

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Functions

VLCORE_EXPORT void log_failed_check (const char *, const char *, int)
VLCORE_EXPORT void abort_vl ()
fvec4 makeColor (unsigned int color)
bool isValidColor (const fvec4 &color)
VLCORE_EXPORT FileSystemdefFileSystem ()
 Returns the default FileSystem used by VisualizationLibrary.
VLCORE_EXPORT void setDefFileSystem (FileSystem *fs)
 Sets the default FileSystem used by VisualizationLibrary.
template<typename T >
Flags< T > operator| (T flag1, T flag2)
template<typename T >
Flags< T > operator& (T flag1, T flag2)
VLCORE_EXPORT GlobalSettingsglobalSettings ()
 Returns VisulizationLibrary's global settings.
template<typename T >
asinh (T x)
template<typename T >
acosh (T x)
template<typename T >
atanh (T x)
template<typename T >
bool isnan (T value)
template<typename T >
bool isinf (T value)
template<typename T >
bool isinf_pos (T value)
template<typename T >
bool isinf_neg (T value)
template<typename T >
modf (T a, T &intpart)
template<typename T >
radians (T degrees)
template<typename T >
Vector2< T > radians (const Vector2< T > &degrees)
template<typename T >
Vector3< T > radians (const Vector3< T > &degrees)
template<typename T >
Vector4< T > radians (const Vector4< T > &degrees)
template<typename T >
degrees (T radians)
template<typename T >
Vector2< T > degrees (const Vector2< T > &radians)
template<typename T >
Vector3< T > degrees (const Vector3< T > &radians)
template<typename T >
Vector4< T > degrees (const Vector4< T > &radians)
template<typename T >
sin (T a)
template<typename T >
Vector2< T > sin (const Vector2< T > &angle)
template<typename T >
Vector3< T > sin (const Vector3< T > &angle)
template<typename T >
Vector4< T > sin (const Vector4< T > &angle)
template<typename T >
cos (T a)
template<typename T >
Vector2< T > cos (const Vector2< T > &angle)
template<typename T >
Vector3< T > cos (const Vector3< T > &angle)
template<typename T >
Vector4< T > cos (const Vector4< T > &angle)
template<typename T >
tan (T a)
template<typename T >
Vector2< T > tan (const Vector2< T > &angle)
template<typename T >
Vector3< T > tan (const Vector3< T > &angle)
template<typename T >
Vector4< T > tan (const Vector4< T > &angle)
template<typename T >
atan (T a)
template<typename T >
Vector2< T > atan (const Vector2< T > &a, const Vector2< T > &b)
template<typename T >
Vector3< T > atan (const Vector3< T > &a, const Vector3< T > &b)
template<typename T >
Vector4< T > atan (const Vector4< T > &a, const Vector4< T > &b)
template<typename T >
asin (T a)
template<typename T >
Vector2< T > asin (const Vector2< T > &angle)
template<typename T >
Vector3< T > asin (const Vector3< T > &angle)
template<typename T >
Vector4< T > asin (const Vector4< T > &angle)
template<typename T >
acos (T a)
template<typename T >
Vector2< T > acos (const Vector2< T > &angle)
template<typename T >
Vector3< T > acos (const Vector3< T > &angle)
template<typename T >
Vector4< T > acos (const Vector4< T > &angle)
template<typename T >
sinh (T a)
template<typename T >
Vector2< T > sinh (const Vector2< T > &a)
template<typename T >
Vector3< T > sinh (const Vector3< T > &a)
template<typename T >
Vector4< T > sinh (const Vector4< T > &a)
template<typename T >
cosh (T a)
template<typename T >
Vector2< T > cosh (const Vector2< T > &a)
template<typename T >
Vector3< T > cosh (const Vector3< T > &a)
template<typename T >
Vector4< T > cosh (const Vector4< T > &a)
template<typename T >
tanh (T a)
template<typename T >
Vector2< T > tanh (const Vector2< T > &a)
template<typename T >
Vector3< T > tanh (const Vector3< T > &a)
template<typename T >
Vector4< T > tanh (const Vector4< T > &a)
template<typename T >
Vector2< T > asinh (const Vector2< T > &a)
template<typename T >
Vector3< T > asinh (const Vector3< T > &a)
template<typename T >
Vector4< T > asinh (const Vector4< T > &a)
template<typename T >
Vector2< T > acosh (const Vector2< T > &a)
template<typename T >
Vector3< T > acosh (const Vector3< T > &a)
template<typename T >
Vector4< T > acosh (const Vector4< T > &a)
template<typename T >
Vector2< T > atanh (const Vector2< T > &a)
template<typename T >
Vector3< T > atanh (const Vector3< T > &a)
template<typename T >
Vector4< T > atanh (const Vector4< T > &a)
template<typename T >
pow (T a, T b)
template<typename T >
Vector2< T > pow (const Vector2< T > &a, const Vector2< T > &b)
template<typename T >
Vector3< T > pow (const Vector3< T > &a, const Vector3< T > &b)
template<typename T >
Vector4< T > pow (const Vector4< T > &a, const Vector4< T > &b)
template<typename T >
exp (T a)
template<typename T >
Vector2< T > exp (const Vector2< T > &a)
template<typename T >
Vector3< T > exp (const Vector3< T > &a)
template<typename T >
Vector4< T > exp (const Vector4< T > &a)
template<typename T >
log (T a)
template<typename T >
Vector2< T > log (const Vector2< T > &a)
template<typename T >
Vector3< T > log (const Vector3< T > &a)
template<typename T >
Vector4< T > log (const Vector4< T > &a)
template<typename T >
exp2 (T a)
template<typename T >
Vector2< T > exp2 (const Vector2< T > &a)
template<typename T >
Vector3< T > exp2 (const Vector3< T > &a)
template<typename T >
Vector4< T > exp2 (const Vector4< T > &a)
template<typename T >
log2 (T a)
template<typename T >
Vector2< T > log2 (const Vector2< T > &a)
template<typename T >
Vector3< T > log2 (const Vector3< T > &a)
template<typename T >
Vector4< T > log2 (const Vector4< T > &a)
template<typename T >
log10 (T a)
template<typename T >
Vector2< T > log10 (const Vector2< T > &a)
template<typename T >
Vector3< T > log10 (const Vector3< T > &a)
template<typename T >
Vector4< T > log10 (const Vector4< T > &a)
template<typename T >
sqrt (T a)
template<typename T >
Vector2< T > sqrt (const Vector2< T > &a)
template<typename T >
Vector3< T > sqrt (const Vector3< T > &a)
template<typename T >
Vector4< T > sqrt (const Vector4< T > &a)
template<typename T >
inversesqrt (T a)
template<typename T >
Vector2< T > inversesqrt (const Vector2< T > &a)
template<typename T >
Vector3< T > inversesqrt (const Vector3< T > &a)
template<typename T >
Vector4< T > inversesqrt (const Vector4< T > &a)
template<typename T >
abs (T a)
template<typename T >
Vector2< T > abs (const Vector2< T > &a)
template<typename T >
Vector3< T > abs (const Vector3< T > &a)
template<typename T >
Vector4< T > abs (const Vector4< T > &a)
template<typename T >
sign (T a)
template<typename T >
Vector2< T > sign (const Vector2< T > &a)
template<typename T >
Vector3< T > sign (const Vector3< T > &a)
template<typename T >
Vector4< T > sign (const Vector4< T > &a)
template<typename T >
floor (T a)
template<typename T >
Vector2< T > floor (const Vector2< T > &a)
template<typename T >
Vector3< T > floor (const Vector3< T > &a)
template<typename T >
Vector4< T > floor (const Vector4< T > &a)
template<typename T >
trunc (T a)
template<typename T >
Vector2< T > trunc (const Vector2< T > &a)
template<typename T >
Vector3< T > trunc (const Vector3< T > &a)
template<typename T >
Vector4< T > trunc (const Vector4< T > &a)
template<typename T >
round (T x)
template<typename T >
Vector2< T > round (const Vector2< T > &a)
template<typename T >
Vector3< T > round (const Vector3< T > &a)
template<typename T >
Vector4< T > round (const Vector4< T > &a)
float modf (float a, float &intpart)
double modf (double a, double &intpart)
template<typename T >
Vector2< T > modf (const Vector2< T > &a, Vector2< T > &intpart)
template<typename T >
Vector3< T > modf (const Vector3< T > &a, Vector3< T > &intpart)
template<typename T >
Vector4< T > modf (const Vector4< T > &a, Vector4< T > &intpart)
float roundEven (float a, float epsilon)
double roundEven (double a, double epsilon)
template<typename T >
Vector2< T > roundEven (const Vector2< T > &a, T epsilon=0.00001)
template<typename T >
Vector3< T > roundEven (const Vector3< T > &a, T epsilon=0.00001)
template<typename T >
Vector4< T > roundEven (const Vector4< T > &a, T epsilon=0.00001)<