#include <glm/vec4.hpp>
#include <glm/mat4x4.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/matrix_inverse.hpp>
Go to the source code of this file.
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| static const glm::vec3 | rendering_engine::axes::ZeroVector = glm::vec3(0.0f, 0.0f, 0.0f) |
| static const glm::vec3 | rendering_engine::axes::OneVector = glm::vec3(1.0f, 1.0f, 1.0f) |
| static const glm::vec3 | rendering_engine::axes::UpVector = glm::vec3(0.0f, 0.0f, 1.0f) |
| static const glm::vec3 | rendering_engine::axes::DownVector = glm::vec3(0.0f, 0.0f, -1.0f) |
| static const glm::vec3 | rendering_engine::axes::ForwardVector = glm::vec3(1.0f, 0.0f, 0.0f) |
| static const glm::vec3 | rendering_engine::axes::BackwardVector = glm::vec3(-1.0f, 0.0f, 0.0f) |
| static const glm::vec3 | rendering_engine::axes::RightVector = glm::vec3(0.0f, 1.0f, 0.0f) |
| static const glm::vec3 | rendering_engine::axes::LeftVector = glm::vec3(0.0f, -1.0f, 0.0f) |
◆ GLM_FORCE_DEPTH_ZERO_TO_ONE
| #define GLM_FORCE_DEPTH_ZERO_TO_ONE |
◆ GLM_FORCE_RADIANS
| #define GLM_FORCE_RADIANS |