46 void matrixMultiply(
float* destination,
float* operand1,
float* operand2);
68 void matrixPerspective(
float* matrix,
float fieldOfView,
float aspectRatio,
float zNear,
float zFar);
void matrixRotateY(float *matrix, float angle)
Rotates a matrix around the y axis by a given angle.
void matrixRotateZ(float *matrix, float angle)
Rotates a matrix around the Z axis by a given angle.
void matrixRotateX(float *matrix, float angle)
Rotates a matrix around the x axis by a given angle.
void matrixFrustum(float *matrix, float left, float right, float bottom, float top, float zNear, float zFar)
Create a viewing frustum and store the result in the first parameter. This is usually called by matri...
void matrixTranslate(float *matrix, float x, float y, float z)
Takes in a 4 * 4 matrix and translates it by the vector defined by x y and z.
void matrixScale(float *matrix, float x, float y, float z)
Scales a matrix by a given factor in the x, y and z axis.
void matrixMultiply(float *destination, float *operand1, float *operand2)
Takes 2 matrices and multiplies them together. Then stores the result in a third matrix.
void matrixIdentityFunction(float *matrix)
Takes a 4 * 4 and sets the elements to the Identity function.
GLint GLint GLint GLint GLint x
float matrixDegreesToRadians(float degrees)
Function to convert degrees into Radians.
void matrixPerspective(float *matrix, float fieldOfView, float aspectRatio, float zNear, float zFar)
Create a perspective projection matrix and store the results in the first parameter.