libmx2 2.2.1
C++20 multimedia and game-engine library (SDL2 / OpenGL / Vulkan)
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mx::Mesh Member List

This is the complete list of members for mx::Mesh, including all inherited members.

aoMapTexturemx::Mesh
applyChromaticAberration(float intensity)mx::Mesh
applyColorGrading(const glm::vec3 &colorShift)mx::Mesh
applyHSV(float hueShift, float saturation, float value)mx::Mesh
bend(DeformAxis axis, float angle, float center=0.0f, float range=1.0f)mx::Mesh
bindCubemapTexture(gl::ShaderProgram &shader, GLuint cubemap, const std::string texture_name)mx::Mesh
bindTexture(gl::ShaderProgram &shader, const std::string texture_name)mx::Mesh
bitangentmx::Mesh
bitangentVBOmx::Mesh
bulge(float factor, float cx=0.0f, float cy=0.0f, float cz=0.0f, float radius=1.0f)mx::Mesh
cleanup()mx::Mesh
compressIndices()mx::Mesh
displacementMapTexturemx::Mesh
draw()mx::Mesh
drawWithForcedTexture(gl::ShaderProgram &shader, GLuint texture, const std::string texture_name)mx::Mesh
EBOmx::Mesh
generateBuffers()mx::Mesh
generateTangentBitangent()mx::Mesh
getAmbientOcclusionMap() constmx::Meshinline
getNormalMap() constmx::Meshinline
getParallaxMap() constmx::Meshinline
hasOriginalmx::Mesh
indicesmx::Mesh
materialNamemx::Mesh
Mesh()mx::Mesh
Mesh(const Mesh &m)=deletemx::Mesh
Mesh(Mesh &&m) noexceptmx::Mesh
morph(float t)mx::Mesh
noise(float amplitude, unsigned int seed=12345)mx::Mesh
normmx::Mesh
normalMapTexturemx::Mesh
normalVBOmx::Mesh
normIndexmx::Mesh
operator=(const Mesh &m)=deletemx::Mesh
operator=(Mesh &&m) noexceptmx::Mesh
originalNormmx::Mesh
originalVertmx::Mesh
parallaxMapTexturemx::Mesh
positionVBOmx::Mesh
recalculateNormals()mx::Mesh
resetToOriginal()mx::Mesh
ripple(float amplitude, float frequency, float phase=0.0f, float cx=0.0f, float cy=0.0f, float cz=0.0f)mx::Mesh
rotate(DeformAxis axis, float angle)mx::Mesh
saveOriginal()mx::Mesh
scale(float factor)mx::Mesh
scale(float sx, float sy, float sz)mx::Mesh
setAmbientOcclusionMap(GLuint aoMapTexture)mx::Mesh
setCubemapBlending(GLuint cubemap1, GLuint cubemap2, float blendFactor)mx::Mesh
setDisplacementMap(GLuint displacementMapTexture)mx::Mesh
setNormalMap(GLuint normalMapTexture)mx::Mesh
setParallaxMap(GLuint heightMapTexture)mx::Mesh
setShapeType(GLuint type)mx::Mesh
shape_typemx::Mesh
tangentmx::Mesh
tangentVBOmx::Mesh
taper(DeformAxis axis, float factor, float center=0.0f)mx::Mesh
texmx::Mesh
texCoordVBOmx::Mesh
texIndexmx::Mesh
texturemx::Mesh
translate(float tx, float ty, float tz)mx::Mesh
twist(DeformAxis axis, float angle, float center=0.0f)mx::Mesh
updateBuffers()mx::Mesh
uvRotate(float angle)mx::Mesh
uvScale(float uScale, float vScale)mx::Mesh
uvScroll(float uOffset, float vOffset)mx::Mesh
VAOmx::Mesh
vertmx::Mesh
vertIndexmx::Mesh
wave(DeformAxis axis, float amplitude, float frequency, float phase=0.0f)mx::Mesh
~Mesh()mx::Mesh