addf(GLfloat result[3], const GLfloat vector0[3], const GLfloat vector1[3]) | ES3D::VectorMathf | [inline, static] |
addMatrixf(GLfloat result[16], const GLfloat matrix0[16], const GLfloat matrix1[16]) | ES3D::VectorMathf | [inline, static] |
amountf(const GLfloat vector[3]) | ES3D::VectorMathf | [inline, static] |
copyf(GLfloat copy[3], const GLfloat vector[3]) | ES3D::VectorMathf | [inline, static] |
crossProductf(GLfloat result[3], const GLfloat vector0[3], const GLfloat vector1[3]) | ES3D::VectorMathf | [inline, static] |
dotProductf(const GLfloat vector0[3], const GLfloat vector1[3]) | ES3D::VectorMathf | [inline, static] |
inverseMatrixf(GLfloat result[16], const GLfloat matrix[16]) | ES3D::VectorMathf | [inline, static] |
loadIdentityf(GLfloat matrix[16]) | ES3D::VectorMathf | [inline, static] |
multiplyf(GLfloat vector[3], GLfloat s) | ES3D::VectorMathf | [inline, static] |
multMatrixf(GLfloat result[16], const GLfloat matrix0[16], const GLfloat matrix1[16]) | ES3D::VectorMathf | [inline, static] |
multMatrixScalarf(GLfloat result[16], const GLfloat matrix[16], GLfloat scalar) | ES3D::VectorMathf | [inline, static] |
multMatrixVectorf(GLfloat result[3], const GLfloat matrix[16], const GLfloat vector[3], const GLfloat w=1.0f) | ES3D::VectorMathf | [inline, static] |
normalizef(GLfloat vector[3]) | ES3D::VectorMathf | [inline, static] |
rotateRzRyRxMatrixf(GLfloat result[16], GLfloat anglex, GLfloat angley, GLfloat anglez) | ES3D::VectorMathf | [inline, static] |
scaleMatrixf(GLfloat result[16], GLfloat x, GLfloat y, GLfloat z) | ES3D::VectorMathf | [inline, static] |
subf(GLfloat result[3], const GLfloat vector0[3], const GLfloat vector1[3]) | ES3D::VectorMathf | [inline, static] |
subMatrixf(GLfloat result[16], const GLfloat matrix0[16], const GLfloat matrix1[16]) | ES3D::VectorMathf | [inline, static] |
translateMatrixf(GLfloat result[16], GLfloat x, GLfloat y, GLfloat z) | ES3D::VectorMathf | [inline, static] |
transposeMatrixf(GLfloat result[16], const GLfloat matrix[16]) | ES3D::VectorMathf | [inline, static] |