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Functions1,960 in github.com/JoeyDeVries/LearnOpenGL

↓ 2 callersFunctiontga_test
includes/stb_image_aug.c:2734
↓ 2 callersFunctionwritefv
includes/stb_image_aug.c:3579
↓ 1 callersFunctionActivatePowerUp
src/7.in_practice/3.2d_game/0.full_source/game.cpp:354
↓ 1 callersFunctionActivatePowerUp
src/7.in_practice/3.2d_game/0.full_source/progress/8.game.cpp:275
↓ 1 callersFunctionActivatePowerUp
src/7.in_practice/3.2d_game/0.full_source/progress/9.game.cpp:282
↓ 1 callersMethodBindForWriting
src/8.guest/2022/6.physically_based_bloom/physically_based_bloom.cpp:141
↓ 1 callersMethodBloomTexture
src/8.guest/2022/6.physically_based_bloom/physically_based_bloom.cpp:304
↓ 1 callersMethodCompile
src/7.in_practice/3.2d_game/0.full_source/shader.cpp:19
↓ 1 callersMethodDestroy
src/8.guest/2022/6.physically_based_bloom/physically_based_bloom.cpp:130
↓ 1 callersMethodDoCollisions
src/7.in_practice/3.2d_game/0.full_source/game.cpp:405
↓ 1 callersMethodDoCollisions
src/7.in_practice/3.2d_game/0.full_source/progress/8.game.cpp:325
↓ 1 callersMethodDoCollisions
src/7.in_practice/3.2d_game/0.full_source/progress/5.game.cpp:151
↓ 1 callersMethodDoCollisions
src/7.in_practice/3.2d_game/0.full_source/progress/7.game.cpp:183
↓ 1 callersMethodDoCollisions
src/7.in_practice/3.2d_game/0.full_source/progress/6.game.cpp:163
↓ 1 callersMethodDoCollisions
src/7.in_practice/3.2d_game/0.full_source/progress/9.game.cpp:332
↓ 1 callersFunctionDo_Movement
Moves/alters the camera positions based on user input
src/5.advanced_lighting/3.3.csm/csm.cpp:246
↓ 1 callersMethodDraw
render the mesh
includes/learnopengl/mesh.h:60
↓ 1 callersMethodFindBone
includes/learnopengl/animation.h:43
↓ 1 callersMethodGetBoneName
includes/learnopengl/bone.h:83
↓ 1 callersMethodGetDuration
includes/learnopengl/animation.h:57
↓ 1 callersMethodGetFinalBoneMatrices
includes/learnopengl/animator.h:69
↓ 1 callersMethodGetLocalTransform
includes/learnopengl/bone.h:82
↓ 1 callersMethodGetTicksPerSecond
includes/learnopengl/animation.h:56
↓ 1 callersMethodHasNormals
Check whether the mesh contains normal vectors
includes/assimp/mesh.h:682
↓ 1 callersMethodInit
src/7.in_practice/3.2d_game/0.full_source/game.cpp:57
↓ 1 callersMethodInit
src/7.in_practice/3.2d_game/0.full_source/progress/2.game.cpp:22
↓ 1 callersMethodInit
src/8.guest/2022/6.physically_based_bloom/physically_based_bloom.cpp:70
↓ 1 callersMethodIsCompleted
src/7.in_practice/3.2d_game/0.full_source/game_level.cpp:47
↓ 1 callersFunctionLSE_master_colors_max_min
includes/image_DXT.c:411
↓ 1 callersMethodMove
src/7.in_practice/3.2d_game/0.full_source/ball_object.cpp:18
↓ 1 callersMethodProcessInput
src/7.in_practice/3.2d_game/0.full_source/game.cpp:147
↓ 1 callersMethodProcessInput
src/7.in_practice/3.2d_game/0.full_source/progress/2.game.cpp:32
↓ 1 callersFunctionRGBE_to_RGBdivA
includes/image_helper.c:339
↓ 1 callersFunctionRGBE_to_RGBdivA2
includes/image_helper.c:388
↓ 1 callersMethodRender
src/7.in_practice/3.2d_game/0.full_source/game.cpp:207
↓ 1 callersMethodRender
src/7.in_practice/3.2d_game/0.full_source/progress/2.game.cpp:37
↓ 1 callersMethodRenderBloomTexture
src/8.guest/2022/6.physically_based_bloom/physically_based_bloom.cpp:292
↓ 1 callersMethodRenderDownsamples
src/8.guest/2022/6.physically_based_bloom/physically_based_bloom.cpp:219
↓ 1 callersMethodRenderUpsamples
src/8.guest/2022/6.physically_based_bloom/physically_based_bloom.cpp:255
↓ 1 callersMethodReset
resets the ball to initial Stuck Position (if ball is outside window bounds)
src/7.in_practice/3.2d_game/0.full_source/ball_object.cpp:46
↓ 1 callersMethodResetLevel
src/7.in_practice/3.2d_game/0.full_source/progress/8.game.cpp:172
↓ 1 callersMethodResetLevel
src/7.in_practice/3.2d_game/0.full_source/progress/5.game.cpp:126
↓ 1 callersMethodResetLevel
src/7.in_practice/3.2d_game/0.full_source/progress/7.game.cpp:158
↓ 1 callersMethodResetLevel
src/7.in_practice/3.2d_game/0.full_source/progress/6.game.cpp:138
↓ 1 callersMethodResetLevel
src/7.in_practice/3.2d_game/0.full_source/progress/9.game.cpp:179
↓ 1 callersMethodResetPlayer
src/7.in_practice/3.2d_game/0.full_source/progress/8.game.cpp:184
↓ 1 callersMethodResetPlayer
src/7.in_practice/3.2d_game/0.full_source/progress/5.game.cpp:138
↓ 1 callersMethodResetPlayer
src/7.in_practice/3.2d_game/0.full_source/progress/7.game.cpp:170
↓ 1 callersMethodResetPlayer
src/7.in_practice/3.2d_game/0.full_source/progress/6.game.cpp:150
↓ 1 callersMethodResetPlayer
src/7.in_practice/3.2d_game/0.full_source/progress/9.game.cpp:191
↓ 1 callersFunctionSOIL_save_image
includes/SOIL.c:1467
↓ 1 callersMethodSetFloat
src/7.in_practice/3.2d_game/0.full_source/shader.cpp:55
↓ 1 callersMethodSetVector2f
src/7.in_practice/3.2d_game/0.full_source/shader.cpp:67
↓ 1 callersMethodSetVector4f
src/7.in_practice/3.2d_game/0.full_source/shader.cpp:91
↓ 1 callersMethodSpawnPowerUps
src/7.in_practice/3.2d_game/0.full_source/game.cpp:338
↓ 1 callersMethodSpawnPowerUps
src/7.in_practice/3.2d_game/0.full_source/progress/8.game.cpp:259
↓ 1 callersMethodSpawnPowerUps
src/7.in_practice/3.2d_game/0.full_source/progress/9.game.cpp:266
↓ 1 callersMethodUpdate
includes/learnopengl/bone.h:75
↓ 1 callersMethodUpdate
src/7.in_practice/3.2d_game/0.full_source/game.cpp:107
↓ 1 callersMethodUpdate
src/7.in_practice/3.2d_game/0.full_source/progress/2.game.cpp:27
↓ 1 callersMethodUpdateAnimation
includes/learnopengl/animator.h:25
↓ 1 callersMethodUpdatePowerUps
src/7.in_practice/3.2d_game/0.full_source/game.cpp:279
↓ 1 callersMethodUpdatePowerUps
src/7.in_practice/3.2d_game/0.full_source/progress/8.game.cpp:200
↓ 1 callersMethodUpdatePowerUps
src/7.in_practice/3.2d_game/0.full_source/progress/9.game.cpp:207
↓ 1 callersFunctionVectorDirection
calculates which direction a vector is facing (N,E,S or W)
src/7.in_practice/3.2d_game/0.full_source/game.cpp:534
↓ 1 callersFunctionVectorDirection
calculates which direction a vector is facing (N,E,S or W)
src/7.in_practice/3.2d_game/0.full_source/progress/8.game.cpp:449
↓ 1 callersFunctionVectorDirection
calculates which direction a vector is facing (N,E,S or W)
src/7.in_practice/3.2d_game/0.full_source/progress/5.game.cpp:242
↓ 1 callersFunctionVectorDirection
calculates which direction a vector is facing (N,E,S or W)
src/7.in_practice/3.2d_game/0.full_source/progress/7.game.cpp:279
↓ 1 callersFunctionVectorDirection
calculates which direction a vector is facing (N,E,S or W)
src/7.in_practice/3.2d_game/0.full_source/progress/6.game.cpp:254
↓ 1 callersFunctionVectorDirection
calculates which direction a vector is facing (N,E,S or W)
src/7.in_practice/3.2d_game/0.full_source/progress/9.game.cpp:461
↓ 1 callersFunctionYCbCr_to_RGB_row
0.38 seconds on 3*anemones.jpg (0.25 with processor = Pro) VC6 without processor=Pro is generating multiple LEAs per multiply!
includes/stb_image_aug.c:1385
↓ 1 callersFunctionbitreverse16
includes/stb_image_aug.c:1622
↓ 1 callersFunctioncalculate_lookAt_matrix
Custom implementation of the LookAt function
src/1.getting_started/7.6.camera_exercise2/camera_exercise2.cpp:2
↓ 1 callersFunctioncheck_png_header
includes/stb_image_aug.c:2041
↓ 1 callersFunctionclose_gl
src/glad.c:47
↓ 1 callersFunctionclose_gl
src/7.in_practice/3.2d_game/0.full_source/glad.c:71
↓ 1 callersFunctioncompress_DDS_alpha_block
includes/image_DXT.c:577
↓ 1 callersFunctioncompute_color_line_STDEV
includes/image_DXT.c:299
↓ 1 callersFunctioncompute_huffman_codes
includes/stb_image_aug.c:1815
↓ 1 callersFunctioncompute_transparency
includes/stb_image_aug.c:2149
↓ 1 callersFunctionconfigureAreaLights
src/8.guest/2022/7.area_lights/2.multiple_area_lights/multiple_area_lights.cpp:110
↓ 1 callersFunctionconfigureMockupData
src/8.guest/2022/7.area_lights/1.area_light/area_lights.cpp:96
↓ 1 callersFunctionconfigurePlane
src/8.guest/2022/7.area_lights/2.multiple_area_lights/multiple_area_lights.cpp:157
↓ 1 callersFunctionconvert_RGB_to_YCoCg
This function takes the RGB components of the image and converts them into YCoCg. 3 components will be re-ordered to CoYCg (for optimum DXT1 compre
includes/image_helper.c:200
↓ 1 callersFunctioncreateFrustumFromCamera
includes/learnopengl/entity.h:329
↓ 1 callersFunctioncreate_png_image
create the png data from post-deflated data
includes/stb_image_aug.c:2079
↓ 1 callersFunctiondecode_jpeg_image
includes/stb_image_aug.c:1286
↓ 1 callersFunctiondo_movement
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/8.guest/2022/7.area_lights/1.area_light/area_lights.cpp:388
↓ 1 callersFunctiondo_movement
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/8.guest/2022/7.area_lights/2.multiple_area_lights/multiple_area_lights.cpp:472
↓ 1 callersFunctiondrawCascadeVolumeVisualizers
src/8.guest/2021/2.csm/shadow_mapping.cpp:455
↓ 1 callersMethoddrawSelfAndChild
includes/learnopengl/entity.h:469
↓ 1 callersFunctionexpand_palette
includes/stb_image_aug.c:2174
↓ 1 callersFunctionfind_coreGL
src/glad.c:2432
↓ 1 callersFunctionfind_coreGL
src/7.in_practice/3.2d_game/0.full_source/glad.c:1764
↓ 1 callersFunctionfind_extensionsGL
src/glad.c:2425
↓ 1 callersFunctionfind_extensionsGL
src/7.in_practice/3.2d_game/0.full_source/glad.c:1757
↓ 1 callersMethodfirstUnusedParticle
src/7.in_practice/3.2d_game/0.full_source/particle_generator.cpp:91
↓ 1 callersFunctionfree_exts
src/glad.c:175
↓ 1 callersFunctionfree_exts
src/7.in_practice/3.2d_game/0.full_source/glad.c:206
↓ 1 callersFunctiongenerateAABB
includes/learnopengl/entity.h:345
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