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

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

applyChromaticAberration(float intensity)mx::Model
applyColorGrading(const glm::vec3 &colorShift)mx::Model
applyHSV(float hueShift, float saturation, float value)mx::Model
bend(DeformAxis axis, float angle, float center=0.0f, float range=1.0f)mx::Model
bulge(float factor, float cx=0.0f, float cy=0.0f, float cz=0.0f, float radius=1.0f)mx::Model
drawArrays()mx::Model
drawArraysWithCubemap(GLuint cubemap, const std::string texture_name)mx::Model
drawArraysWithTexture(GLuint texture, const std::string texture_name)mx::Model
dumpMeshStats(const Mesh &m, size_t meshIndex, bool didCompress, bool compressRequested)mx::Model
generateTangentBitangent()mx::Model
loadMTL(const std::string &path)mx::Modelprivate
materials() constmx::Modelinline
materials_mx::Modelprivate
meshesmx::Model
Model()=defaultmx::Model
Model(const std::string &filename)mx::Model
Model(const Model &m)=deletemx::Model
Model(Model &&m) noexceptmx::Model
morph(float t)mx::Model
mtlLibPath() constmx::Modelinline
mtlLibPath_mx::Modelprivate
noise(float amplitude, unsigned int seed=12345)mx::Model
openCompressedModel(const std::string &filename)mx::Model
openModel(const std::string &filename, bool compress=true)mx::Model
openModelString(const std::string &filename, const std::string &text, bool compress=true)mx::Model
openOBJ(const std::string &filename, bool compress)mx::Modelprivate
operator=(const Model &m)=deletemx::Model
operator=(Model &&m) noexceptmx::Model
parseLine(const std::string &line, Mesh &currentMesh, int &type, size_t &count)mx::Modelprivate
printData(std::ostream &out)mx::Model
programmx::Modelprivate
recalculateNormals()mx::Model
resetToOriginal()mx::Model
ripple(float amplitude, float frequency, float phase=0.0f, float cx=0.0f, float cy=0.0f, float cz=0.0f)mx::Model
rotate(DeformAxis axis, float angle)mx::Model
saveOriginal()mx::Model
scale(float factor)mx::Model
scale(float sx, float sy, float sz)mx::Model
setAmbientOcclusionMap(GLuint aoMapTexture)mx::Model
setCubemapBlending(GLuint cubemap1, GLuint cubemap2, float blendFactor)mx::Model
setDisplacementMap(GLuint displacementMapTexture)mx::Model
setNormalMap(GLuint normalMapTexture)mx::Model
setParallaxMap(GLuint heightMapTexture)mx::Model
setShaderProgram(gl::ShaderProgram *shader_program, const std::string texture_name="texture1")mx::Model
setTextures(const std::vector< GLuint > &textures)mx::Model
setTextures(gl::GLWindow *win, const std::string &filename, std::string prefix)mx::Model
setTexturesFromMTL(gl::GLWindow *win, const std::string &objDir="")mx::Model
taper(DeformAxis axis, float factor, float center=0.0f)mx::Model
tex_namemx::Modelprivate
translate(float tx, float ty, float tz)mx::Model
twist(DeformAxis axis, float angle, float center=0.0f)mx::Model
updateBuffers()mx::Model
uvRotate(float angle)mx::Model
uvScale(float uScale, float vScale)mx::Model
uvScroll(float uOffset, float vOffset)mx::Model
wave(DeformAxis axis, float amplitude, float frequency, float phase=0.0f)mx::Model
~Model()=defaultmx::Model