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authorMatt Strapp <matt@mattstrapp.net>2021-09-20 18:15:14 -0500
committerMatt Strapp <matt@mattstrapp.net>2021-09-20 18:15:14 -0500
commit342403a02f8063903d0f38327430721d4d0ae331 (patch)
tree29d020a27bc16939c568dd4b29166566d1c0e658 /dev/MinGfx/docs/html/annotated.html
parentFix parenthesis (diff)
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- <td style="padding-left: 0.5em;">
- <div id="projectname">MinGfx Toolkit
- &#160;<span id="projectnumber">1.0</span>
- </div>
- <div id="projectbrief">A minimal library for writing cross-platform (Windows, OSX, linux) graphics programs.</div>
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- <div class="headertitle">
-<div class="title">Class List</div> </div>
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-<div class="contents">
-<div class="textblock">Here are the classes, structs, unions and interfaces with brief descriptions:</div><div class="directory">
-<div class="levels">[detail level <span onclick="javascript:toggleLevel(1);">1</span><span onclick="javascript:toggleLevel(2);">2</span><span onclick="javascript:toggleLevel(3);">3</span>]</div><table class="directory">
-<tr id="row_0_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_0_" class="arrow" onclick="toggleFolder('0_')">&#9660;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespacemingfx.html" target="_self">mingfx</a></td><td class="desc">Namespace for the MinGfx Toolkit </td></tr>
-<tr id="row_0_0_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_a_a_b_b.html" target="_self">AABB</a></td><td class="desc">A 3D axis-aligned bounding box defined by two corners (min and max) </td></tr>
-<tr id="row_0_1_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_b_v_h.html" target="_self">BVH</a></td><td class="desc">A Bounding Volume Hierarchy (<a class="el" href="classmingfx_1_1_b_v_h.html" title="A Bounding Volume Hierarchy (BVH) data structure that can be used to accelerate ray-object intersecti...">BVH</a>) data structure that can be used to accelerate ray-object intersection tests by carving up space into a hierarchy of partitions represented in a tree </td></tr>
-<tr id="row_0_2_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_color.html" target="_self">Color</a></td><td class="desc">Represents a 4-component (R,G,B,A) color, stored internally in a float array to be compatable with OpenGL </td></tr>
-<tr id="row_0_3_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_craft_cam.html" target="_self">CraftCam</a></td><td class="desc">This implements a user interface for controlling the camera with the mouse </td></tr>
-<tr id="row_0_4_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span id="arr_0_4_" class="arrow" onclick="toggleFolder('0_4_')">&#9660;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_default_shader.html" target="_self">DefaultShader</a></td><td class="desc">A simple GLSL shader for textured per-fragment Phong shading with multiple light sources </td></tr>
-<tr id="row_0_4_0_" class="even"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_default_shader_1_1_light_properties.html" target="_self">LightProperties</a></td><td class="desc">Small data structure to hold per-light properties </td></tr>
-<tr id="row_0_4_1_"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_default_shader_1_1_material_properties.html" target="_self">MaterialProperties</a></td><td class="desc">Small data structure to hold properties of the material to be lit </td></tr>
-<tr id="row_0_5_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_gfx_math.html" target="_self">GfxMath</a></td><td class="desc">This class holds a variety of static math functions that are useful to have defined with creating graphics programs </td></tr>
-<tr id="row_0_6_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_graphics_app.html" target="_self">GraphicsApp</a></td><td class="desc">This is the main application base class for the MinGfx Toolkit </td></tr>
-<tr id="row_0_7_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_matrix4.html" target="_self">Matrix4</a></td><td class="desc">A 4x4 transformation matrix stored internally as an array of floats in column-major order so as to be compatible with OpenGL </td></tr>
-<tr id="row_0_8_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_mesh.html" target="_self">Mesh</a></td><td class="desc">A triangle mesh data structure that can be rendered with a <a class="el" href="classmingfx_1_1_shader_program.html" title="A wrapper around GLSL shader programs.">ShaderProgram</a> like <a class="el" href="classmingfx_1_1_default_shader.html" title="A simple GLSL shader for textured per-fragment Phong shading with multiple light sources.">DefaultShader</a> </td></tr>
-<tr id="row_0_9_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_platform.html" target="_self">Platform</a></td><td class="desc">Provides access to the underlying file system and other platform-specific routines </td></tr>
-<tr id="row_0_10_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_point2.html" target="_self">Point2</a></td><td class="desc">A 2D Point with floating point coordinates, used for storing 2D texture coordinates, screen-space graphics, and mouse input </td></tr>
-<tr id="row_0_11_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_point3.html" target="_self">Point3</a></td><td class="desc">A 3D Point with floating point coordinates, used for storing vertices and all sorts of other 3D graphics operations </td></tr>
-<tr id="row_0_12_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_quaternion.html" target="_self">Quaternion</a></td><td class="desc">A quaternion to represent rotations in 3D space </td></tr>
-<tr id="row_0_13_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_quick_shapes.html" target="_self">QuickShapes</a></td><td class="desc">This class provides a quick way to draw shapes for use in debugging or simple scenes </td></tr>
-<tr id="row_0_14_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_ray.html" target="_self">Ray</a></td><td class="desc">Stores the mathematical object of a ray that begins at an origin (a 3D point) and points in a direction (a unit 3D vector) </td></tr>
-<tr id="row_0_15_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_shader_program.html" target="_self">ShaderProgram</a></td><td class="desc">A wrapper around GLSL shader programs </td></tr>
-<tr id="row_0_16_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span id="arr_0_16_" class="arrow" onclick="toggleFolder('0_16_')">&#9660;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_text_shader.html" target="_self">TextShader</a></td><td class="desc"></td></tr>
-<tr id="row_0_16_0_" class="even"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_text_shader_1_1_text_format.html" target="_self">TextFormat</a></td><td class="desc"></td></tr>
-<tr id="row_0_17_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_texture2_d.html" target="_self">Texture2D</a></td><td class="desc">A wrapper around a 2D texture that supports loading images from files or setting texture color data directly </td></tr>
-<tr id="row_0_18_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_uni_cam.html" target="_self">UniCam</a></td><td class="desc">This implements a user interface for controlling the camera with the mouse </td></tr>
-<tr id="row_0_19_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_vector2.html" target="_self">Vector2</a></td><td class="desc">A 2D Vector with floating point coordinates, used for storing 2D translations, mouse movements, and screen-space vectors </td></tr>
-<tr id="row_0_20_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_vector3.html" target="_self">Vector3</a></td><td class="desc">A 3D Vector with floating point coordinates, used for storing normals and all sorts of other 3D graphics operations </td></tr>
-<tr id="row_1_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structstbrp__context.html" target="_self">stbrp_context</a></td><td class="desc"></td></tr>
-<tr id="row_2_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structstbrp__node.html" target="_self">stbrp_node</a></td><td class="desc"></td></tr>
-<tr id="row_3_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structstbrp__rect.html" target="_self">stbrp_rect</a></td><td class="desc"></td></tr>
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+ <td style="padding-left: 0.5em;">
+ <div id="projectname">MinGfx Toolkit
+ &#160;<span id="projectnumber">1.0</span>
+ </div>
+ <div id="projectbrief">A minimal library for writing cross-platform (Windows, OSX, linux) graphics programs.</div>
+ </td>
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+</table>
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+<div class="header">
+ <div class="headertitle">
+<div class="title">Class List</div> </div>
+</div><!--header-->
+<div class="contents">
+<div class="textblock">Here are the classes, structs, unions and interfaces with brief descriptions:</div><div class="directory">
+<div class="levels">[detail level <span onclick="javascript:toggleLevel(1);">1</span><span onclick="javascript:toggleLevel(2);">2</span><span onclick="javascript:toggleLevel(3);">3</span>]</div><table class="directory">
+<tr id="row_0_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_0_" class="arrow" onclick="toggleFolder('0_')">&#9660;</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespacemingfx.html" target="_self">mingfx</a></td><td class="desc">Namespace for the MinGfx Toolkit </td></tr>
+<tr id="row_0_0_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_a_a_b_b.html" target="_self">AABB</a></td><td class="desc">A 3D axis-aligned bounding box defined by two corners (min and max) </td></tr>
+<tr id="row_0_1_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_b_v_h.html" target="_self">BVH</a></td><td class="desc">A Bounding Volume Hierarchy (<a class="el" href="classmingfx_1_1_b_v_h.html" title="A Bounding Volume Hierarchy (BVH) data structure that can be used to accelerate ray-object intersecti...">BVH</a>) data structure that can be used to accelerate ray-object intersection tests by carving up space into a hierarchy of partitions represented in a tree </td></tr>
+<tr id="row_0_2_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_color.html" target="_self">Color</a></td><td class="desc">Represents a 4-component (R,G,B,A) color, stored internally in a float array to be compatable with OpenGL </td></tr>
+<tr id="row_0_3_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_craft_cam.html" target="_self">CraftCam</a></td><td class="desc">This implements a user interface for controlling the camera with the mouse </td></tr>
+<tr id="row_0_4_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span id="arr_0_4_" class="arrow" onclick="toggleFolder('0_4_')">&#9660;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_default_shader.html" target="_self">DefaultShader</a></td><td class="desc">A simple GLSL shader for textured per-fragment Phong shading with multiple light sources </td></tr>
+<tr id="row_0_4_0_" class="even"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_default_shader_1_1_light_properties.html" target="_self">LightProperties</a></td><td class="desc">Small data structure to hold per-light properties </td></tr>
+<tr id="row_0_4_1_"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_default_shader_1_1_material_properties.html" target="_self">MaterialProperties</a></td><td class="desc">Small data structure to hold properties of the material to be lit </td></tr>
+<tr id="row_0_5_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_gfx_math.html" target="_self">GfxMath</a></td><td class="desc">This class holds a variety of static math functions that are useful to have defined with creating graphics programs </td></tr>
+<tr id="row_0_6_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_graphics_app.html" target="_self">GraphicsApp</a></td><td class="desc">This is the main application base class for the MinGfx Toolkit </td></tr>
+<tr id="row_0_7_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_matrix4.html" target="_self">Matrix4</a></td><td class="desc">A 4x4 transformation matrix stored internally as an array of floats in column-major order so as to be compatible with OpenGL </td></tr>
+<tr id="row_0_8_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_mesh.html" target="_self">Mesh</a></td><td class="desc">A triangle mesh data structure that can be rendered with a <a class="el" href="classmingfx_1_1_shader_program.html" title="A wrapper around GLSL shader programs.">ShaderProgram</a> like <a class="el" href="classmingfx_1_1_default_shader.html" title="A simple GLSL shader for textured per-fragment Phong shading with multiple light sources.">DefaultShader</a> </td></tr>
+<tr id="row_0_9_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_platform.html" target="_self">Platform</a></td><td class="desc">Provides access to the underlying file system and other platform-specific routines </td></tr>
+<tr id="row_0_10_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_point2.html" target="_self">Point2</a></td><td class="desc">A 2D Point with floating point coordinates, used for storing 2D texture coordinates, screen-space graphics, and mouse input </td></tr>
+<tr id="row_0_11_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_point3.html" target="_self">Point3</a></td><td class="desc">A 3D Point with floating point coordinates, used for storing vertices and all sorts of other 3D graphics operations </td></tr>
+<tr id="row_0_12_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_quaternion.html" target="_self">Quaternion</a></td><td class="desc">A quaternion to represent rotations in 3D space </td></tr>
+<tr id="row_0_13_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_quick_shapes.html" target="_self">QuickShapes</a></td><td class="desc">This class provides a quick way to draw shapes for use in debugging or simple scenes </td></tr>
+<tr id="row_0_14_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_ray.html" target="_self">Ray</a></td><td class="desc">Stores the mathematical object of a ray that begins at an origin (a 3D point) and points in a direction (a unit 3D vector) </td></tr>
+<tr id="row_0_15_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_shader_program.html" target="_self">ShaderProgram</a></td><td class="desc">A wrapper around GLSL shader programs </td></tr>
+<tr id="row_0_16_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span id="arr_0_16_" class="arrow" onclick="toggleFolder('0_16_')">&#9660;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_text_shader.html" target="_self">TextShader</a></td><td class="desc"></td></tr>
+<tr id="row_0_16_0_" class="even"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_text_shader_1_1_text_format.html" target="_self">TextFormat</a></td><td class="desc"></td></tr>
+<tr id="row_0_17_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_texture2_d.html" target="_self">Texture2D</a></td><td class="desc">A wrapper around a 2D texture that supports loading images from files or setting texture color data directly </td></tr>
+<tr id="row_0_18_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_uni_cam.html" target="_self">UniCam</a></td><td class="desc">This implements a user interface for controlling the camera with the mouse </td></tr>
+<tr id="row_0_19_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_vector2.html" target="_self">Vector2</a></td><td class="desc">A 2D Vector with floating point coordinates, used for storing 2D translations, mouse movements, and screen-space vectors </td></tr>
+<tr id="row_0_20_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classmingfx_1_1_vector3.html" target="_self">Vector3</a></td><td class="desc">A 3D Vector with floating point coordinates, used for storing normals and all sorts of other 3D graphics operations </td></tr>
+<tr id="row_1_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structstbrp__context.html" target="_self">stbrp_context</a></td><td class="desc"></td></tr>
+<tr id="row_2_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structstbrp__node.html" target="_self">stbrp_node</a></td><td class="desc"></td></tr>
+<tr id="row_3_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structstbrp__rect.html" target="_self">stbrp_rect</a></td><td class="desc"></td></tr>
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