Visualization LibraryA lightweight C++ OpenGL middleware for 2D/3D graphics |
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#include <Shader.hpp>

Public Member Functions | |
| virtual const char * | className () |
| Returns the name of the class. | |
| TextureMatrix (int texunit) | |
| virtual ERenderState | type () const |
| virtual void | apply (const Camera *) const |
| const mat4 & | matrix () const |
| const TextureMatrix & | setMatrix (const mat4 &matrix) |
| void | setUseCameraRotationInverse (bool use) |
| Set this to true when you want your cubemap to appear in world space rather than eye space. | |
| bool | useCameraRotationInverse () const |
Protected Attributes | |
| mat4 | mMatrix |
| bool | mUseCameraRotationInverse |
| vl::TextureMatrix::TextureMatrix | ( | int | texunit | ) | [inline] |
| virtual const char* vl::TextureMatrix::className | ( | ) | [inline, virtual] |
| virtual ERenderState vl::TextureMatrix::type | ( | ) | const [inline, virtual] |
Reimplemented from vl::RenderState.
| void TextureMatrix::apply | ( | const Camera * | camera | ) | const [virtual] |
Implements vl::RenderState.
| const mat4& vl::TextureMatrix::matrix | ( | ) | const [inline] |
| const TextureMatrix& vl::TextureMatrix::setMatrix | ( | const mat4 & | matrix | ) | [inline] |
| void vl::TextureMatrix::setUseCameraRotationInverse | ( | bool | use | ) | [inline] |
Set this to true when you want your cubemap to appear in world space rather than eye space.
When setUseCameraRotationInverse() is true the texture matrix is computed as:
matrix()*camera->inverseViewMatrix().as3x3()
| bool vl::TextureMatrix::useCameraRotationInverse | ( | ) | const [inline] |
mat4 vl::TextureMatrix::mMatrix [protected] |
bool vl::TextureMatrix::mUseCameraRotationInverse [protected] |