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libmx2 2.2.1
C++20 multimedia and game-engine library (SDL2 / OpenGL / Vulkan)
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This is the complete list of members for mx::Mesh, including all inherited members.
| aoMapTexture | mx::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 | |
| bitangent | mx::Mesh | |
| bitangentVBO | mx::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 | |
| displacementMapTexture | mx::Mesh | |
| draw() | mx::Mesh | |
| drawWithForcedTexture(gl::ShaderProgram &shader, GLuint texture, const std::string texture_name) | mx::Mesh | |
| EBO | mx::Mesh | |
| generateBuffers() | mx::Mesh | |
| generateTangentBitangent() | mx::Mesh | |
| getAmbientOcclusionMap() const | mx::Mesh | inline |
| getNormalMap() const | mx::Mesh | inline |
| getParallaxMap() const | mx::Mesh | inline |
| hasOriginal | mx::Mesh | |
| indices | mx::Mesh | |
| materialName | mx::Mesh | |
| Mesh() | mx::Mesh | |
| Mesh(const Mesh &m)=delete | mx::Mesh | |
| Mesh(Mesh &&m) noexcept | mx::Mesh | |
| morph(float t) | mx::Mesh | |
| noise(float amplitude, unsigned int seed=12345) | mx::Mesh | |
| norm | mx::Mesh | |
| normalMapTexture | mx::Mesh | |
| normalVBO | mx::Mesh | |
| normIndex | mx::Mesh | |
| operator=(const Mesh &m)=delete | mx::Mesh | |
| operator=(Mesh &&m) noexcept | mx::Mesh | |
| originalNorm | mx::Mesh | |
| originalVert | mx::Mesh | |
| parallaxMapTexture | mx::Mesh | |
| positionVBO | mx::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_type | mx::Mesh | |
| tangent | mx::Mesh | |
| tangentVBO | mx::Mesh | |
| taper(DeformAxis axis, float factor, float center=0.0f) | mx::Mesh | |
| tex | mx::Mesh | |
| texCoordVBO | mx::Mesh | |
| texIndex | mx::Mesh | |
| texture | mx::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 | |
| VAO | mx::Mesh | |
| vert | mx::Mesh | |
| vertIndex | mx::Mesh | |
| wave(DeformAxis axis, float amplitude, float frequency, float phase=0.0f) | mx::Mesh | |
| ~Mesh() | mx::Mesh |