, including all inherited members.
| CalcFaceNormal(ref Vertex3f vertex1, ref Vertex3f vertex2, ref Vertex3f vertex3, out Vertex3f faceNormal) | Powertek.OpenGl.PtMath3d | [static] |
| CalcFaceNormal(ref Vertex3f vertex1, ref Vertex3f vertex2, ref Vertex3f vertex3) | Powertek.OpenGl.PtMath3d | [static] |
| CrossProduct(ref Vertex3f v1, ref Vertex3f v2, out Vertex3f v) | Powertek.OpenGl.PtMath3d | [static] |
| CrossProduct(ref Vertex3f v1, ref Vertex3f v2) | Powertek.OpenGl.PtMath3d | [static] |
| CrossProduct(Vertex3f v1, Vertex3f v2) | Powertek.OpenGl.PtMath3d | [static] |
| DotProduct(ref Vertex3f v1, ref Vertex3f v2) | Powertek.OpenGl.PtMath3d | [static] |
| DotProduct(Vertex3f v1, Vertex3f v2) | Powertek.OpenGl.PtMath3d | [static] |
| GetInverseMatrix(float[] m) | Powertek.OpenGl.PtMath3d | [static] |
| HalfPI | Powertek.OpenGl.PtMath3d | [static] |
| InvPI | Powertek.OpenGl.PtMath3d | [static] |
| InvTwoPI | Powertek.OpenGl.PtMath3d | [static] |
| MatrixInvert(ref float[] m) | Powertek.OpenGl.PtMath3d | [static] |
| MatrixMult(ref float[] matrix, ref Vertex4f v, out Vertex4f resVertex) | Powertek.OpenGl.PtMath3d | [static] |
| MatrixMult4f(ref float[] resMatrix, ref float[] m2) | Powertek.OpenGl.PtMath3d | [static] |
| MatrixRotateX4(ref float[] m, float angle) | Powertek.OpenGl.PtMath3d | [static] |
| MatrixRotateY4(ref float[] m, float angle) | Powertek.OpenGl.PtMath3d | [static] |
| MatrixTransform(ref float[] m, Vertex3f v) | Powertek.OpenGl.PtMath3d | [static] |
| Max(Vertex3f v1, Vertex3f v2) | Powertek.OpenGl.PtMath3d | [static] |
| Max(float v1, float v2) | Powertek.OpenGl.PtMath3d | [static] |
| MaxGL(ref Vertex3f v1, ref Vertex3f v2) | Powertek.OpenGl.PtMath3d | [static] |
| Min(Vertex3f v1, Vertex3f v2) | Powertek.OpenGl.PtMath3d | [static] |
| Min(float v1, float v2) | Powertek.OpenGl.PtMath3d | [static] |
| MinGL(ref Vertex3f v1, ref Vertex3f v2) | Powertek.OpenGl.PtMath3d | [static] |
| Mix(float v1, float v2, float amount) | Powertek.OpenGl.PtMath3d | [static] |
| Mix(ref float v1, ref float v2, ref float amount) | Powertek.OpenGl.PtMath3d | [static] |
| Mix(ref Vertex3f v1, ref Vertex3f v2, float amount) | Powertek.OpenGl.PtMath3d | [static] |
| Mix(ref Vertex3f v1, ref Vertex3f v2, ref Vertex3f amount, bool swapAmount) | Powertek.OpenGl.PtMath3d | [static] |
| Mix(Vertex3f v1, Vertex3f v2, Vertex3f amount) | Powertek.OpenGl.PtMath3d | [static] |
| Mix(Vertex3f v1, Vertex3f v2, float amount) | Powertek.OpenGl.PtMath3d | [static] |
| Normalize(ref Vertex3f v) | Powertek.OpenGl.PtMath3d | [static] |
| RotateX3(ref Vertex3f v, float angle) | Powertek.OpenGl.PtMath3d | [static] |
| RotateY3(ref Vertex3f v, float angle) | Powertek.OpenGl.PtMath3d | [static] |
| RotateZ3(ref Vertex3f v, float angle) | Powertek.OpenGl.PtMath3d | [static] |
| SetMatrixIdentity(ref float[] m) | Powertek.OpenGl.PtMath3d | [static] |
| Subtract(ref Vertex3f v1, ref Vertex3f v2, out Vertex3f v) | Powertek.OpenGl.PtMath3d | [static] |
| TwoPI | Powertek.OpenGl.PtMath3d | [static] |