| _bottom | Imath::Frustum< T > | protected |
| _far | Imath::Frustum< T > | protected |
| _left | Imath::Frustum< T > | protected |
| _near | Imath::Frustum< T > | protected |
| _orthographic | Imath::Frustum< T > | protected |
| _right | Imath::Frustum< T > | protected |
| _top | Imath::Frustum< T > | protected |
| aspect() const | Imath::Frustum< T > | |
| bottom() const | Imath::Frustum< T > | inline |
| DepthToZ(T depth, long zmin, long zmax) const | Imath::Frustum< T > | |
| far() const | Imath::Frustum< T > | inline |
| fovx() const | Imath::Frustum< T > | |
| fovy() const | Imath::Frustum< T > | |
| Frustum() | Imath::Frustum< T > | inline |
| Frustum(const Frustum &) | Imath::Frustum< T > | inline |
| Frustum(T near, T far, T left, T right, T top, T bottom, bool ortho=false) | Imath::Frustum< T > | inline |
| Frustum(T near, T far, T fovx, T fovy, T aspect) | Imath::Frustum< T > | inline |
| hither() const | Imath::Frustum< T > | inline |
| left() const | Imath::Frustum< T > | inline |
| localToScreen(const Vec2< T > &) const | Imath::Frustum< T > | protected |
| modifyNearAndFar(T near, T far) | Imath::Frustum< T > | |
| near() const | Imath::Frustum< T > | inline |
| normalizedZToDepth(T zval) const | Imath::Frustum< T > | |
| operator!=(const Frustum< T > &src) const | Imath::Frustum< T > | inline |
| operator=(const Frustum &) | Imath::Frustum< T > | |
| operator==(const Frustum< T > &src) const | Imath::Frustum< T > | |
| orthographic() const | Imath::Frustum< T > | inline |
| planes(Plane3< T > p[6]) | Imath::Frustum< T > | |
| planes(Plane3< T > p[6], const Matrix44< T > &M) | Imath::Frustum< T > | |
| projectionMatrix() const | Imath::Frustum< T > | |
| projectPointToScreen(const Vec3< T > &) const | Imath::Frustum< T > | |
| projectScreenToRay(const Vec2< T > &) const | Imath::Frustum< T > | |
| right() const | Imath::Frustum< T > | inline |
| screenRadius(const Vec3< T > &p, T radius) const | Imath::Frustum< T > | |
| screenToLocal(const Vec2< T > &) const | Imath::Frustum< T > | protected |
| set(T near, T far, T left, T right, T top, T bottom, bool ortho=false) | Imath::Frustum< T > | |
| set(T near, T far, T fovx, T fovy, T aspect) | Imath::Frustum< T > | |
| setOrthographic(bool) | Imath::Frustum< T > | |
| top() const | Imath::Frustum< T > | inline |
| window(T left, T right, T top, T bottom) const | Imath::Frustum< T > | |
| worldRadius(const Vec3< T > &p, T radius) const | Imath::Frustum< T > | |
| yon() const | Imath::Frustum< T > | inline |
| ZToDepth(long zval, long min, long max) const | Imath::Frustum< T > | |
| ~Frustum() | Imath::Frustum< T > | virtual |