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28  * Defines basic structures for matrix-handling.
44 * \name Symbolic names to some of the entries in the matrix
46 * These are handy for the viewport mapping, which is expressed as a matrix.
63 MATRIX_GENERAL, /**< general 4x4 matrix */
64 MATRIX_IDENTITY, /**< identity matrix */
66 MATRIX_PERSPECTIVE, /**< perspective projection matrix */
73 * Matrix type to represent 4x4 transformation matrices.
76 GLfloat *m; /**< 16 matrix elements (16-byte aligned) */
169 * Transform a point (column vector) by a matrix: Q = M * P
186 * Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT
197 * Transform a direction by a matrix.