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diff --git a/dev/MinGfx/docs/html/annotated.html b/dev/MinGfx/docs/html/annotated.html new file mode 100644 index 0000000..549003b --- /dev/null +++ b/dev/MinGfx/docs/html/annotated.html @@ -0,0 +1,119 @@ +<!-- HTML header for doxygen 1.8.9.1--> +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> +<html xmlns="http://www.w3.org/1999/xhtml"> +<head> +<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/> +<meta http-equiv="X-UA-Compatible" content="IE=9"/> +<meta name="generator" content="Doxygen 1.9.1"/> +<title>MinGfx Toolkit: Class List</title> +<link href="tabs.css" rel="stylesheet" type="text/css"/> +<script type="text/javascript" src="jquery.js"></script> +<script type="text/javascript" src="dynsections.js"></script> +<link href="search/search.css" rel="stylesheet" type="text/css"/> +<script type="text/javascript" src="search/searchdata.js"></script> +<script type="text/javascript" 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+<iframe src="javascript:void(0)" frameborder="0" + name="MSearchResults" id="MSearchResults"> +</iframe> +</div> + +<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;"> </span><span id="arr_0_" class="arrow" onclick="toggleFolder('0_')">▼</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;"> </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;"> </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;"> </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;"> </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;"> </span><span id="arr_0_4_" class="arrow" onclick="toggleFolder('0_4_')">▼</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;"> </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;"> </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;"> </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;"> </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;"> </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;"> </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;"> </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;"> </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;"> </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;"> </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;"> </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;"> </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;"> </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;"> </span><span id="arr_0_16_" class="arrow" onclick="toggleFolder('0_16_')">▼</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;"> </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;"> </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;"> </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;"> </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;"> </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;"> </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;"> </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;"> </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> +</table> 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