public weak float[] inv;
public uint type;
public uint flags;
- public Matrix.from_array (float[] array);
+ public Matrix.from_array ([CCode (array_length = false)] float[] array);
public void frustum (float left, float right, float bottom, float top, float z_near, float z_far);
[CCode (array_length = false)]
public unowned float[] get_array ();
- public bool get_inverse (Cogl.Matrix inverse);
+ public bool get_inverse (out Cogl.Matrix inverse);
public Matrix.identity ();
[CCode (cname = "cogl_matrix_multiply")]
public Matrix.multiply (Cogl.Matrix a, Cogl.Matrix b);
public void perspective (float fov_y, float aspect, float z_near, float z_far);
public void rotate (float angle, float x, float y, float z);
public void scale (float sx, float sy, float sz);
- public void transform_point (float x, float y, float z, float w);
+ public void transform_point (ref float x, ref float y, ref float z, ref float w);
public void translate (float x, float y, float z);
}
[CCode (type_id = "COGL_TYPE_TEXTURE_VERTEX", cheader_filename = "cogl/cogl.h")]
[CCode (type_id = "COGL_TYPE_MATRIX", cheader_filename = "cogl/cogl.h")]
public struct Matrix {
[CCode (cname = "cogl_matrix_init_from_array", array_length = false, array_null_terminated = false)]
- public Matrix.from_array (float[] array);
+ public Matrix.from_array ([CCode (array_length = false)] float[] array);
[CCode (cname = "cogl_matrix_init_identity")]
public Matrix.identity ();
[CCode (cname = "cogl_matrix_multiply")]
CoglMatrix is_value_type="1"
cogl_matrix_get_array is_array="1" no_array_length="1"
+cogl_matrix_get_inverse.inverse is_out="1"
cogl_matrix_multiply hidden="1"
cogl_matrix_init_from_array hidden="1"
cogl_matrix_init_identity hidden="1"
+cogl_matrix_transform_point.* is_ref="1"
cogl_pop_draw_buffer hidden="1"
cogl_push_draw_buffer hidden="1"