No comment. Sorry.
currentMatrix
matrixMode
matrixMode:
modelViewMatrix
needsUpdate
needsUpdate:
popMatrix
Pop the current matrix from the stack
projectionMatrix
pushMatrix
Push the current matrix
initialize
reset
loadIdentity
loadMatrix:
lookFrom:to:up:
create a matrix such that we look from eyePoint to centerPoint using upDirection
multiplyMatrix:
Multiply aMatrix with the current matrix
rotateBy:
scaleBy:
scaleByX:y:z:
transformBy:
translateBy:
Add the translation defined by aVector to the current matrix
translateByX:y:z:
privateTransformMatrix:with:into:
Perform a 4x4 matrix multiplication m2 * m1 = m3 being equal to first transforming points by m2 and then by m1. Note that m1 may be identical to m3.
privateTransformPrimitiveNormal:byMatrix:rescale:
privateTransformPrimitiveVertex:byModelView:
privateTransformPrimitiveVertex:byModelViewWithoutW:
Special case of aMatrix a41 = a42 = a43 = 0.0 and a44 = 1.0
privateTransformPrimitiveVertex:byProjection:
privateTransformVB:count:modelViewMatrix:projectionMatrix:flags:
processVertexBuffer:
Process the given vertex buffer in this part of the engine.
processVertexBuffer:modelView:projection:
transformDirection:
transformPosition:
ortho:
perspective:
isAvailable
Return true if this part of the engine is available