glMultMatrix man page on DigitalUNIX

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glMultMatrix(3G)					      glMultMatrix(3G)

       glMultMatrix,  glMultMatrixd,  glMultMatrixf  -	multiply  the  current
       matrix with the specified matrix

       void glMultMatrixd(
	       const GLdouble *m ); void glMultMatrixf(
	       const GLfloat *m );

       Points to 16 consecutive values that are used as the elements  of  a  4
       times 4 column-major matrix.

       glMultMatrix()  multiplies  the	current	 matrix with the one specified
       using m, and replaces the current matrix with the product.

       The current matrix is determined by the current matrix mode (see	 glMa‐
       trixMode()).  It	 is either the projection matrix, modelview matrix, or
       the texture matrix.

       If the current matrix is C, and the coordinates to be transformed  are,
       v  =  (v[0],  v[1],  v[2],  v[3]). Then the current transformation is C
       times v, or c[0]	 c[4]  c[8]  c[12]	     v[0]

       c[1]  c[5]  c[9]	 c[13]		 v[1]
				 times c[2]  c[6] c[10]	 c[14]		 v[2]

       c[3]  c[7] c[11]	 c[15]		 v[3]

       Calling glMultMatrix() with an argument of "m" = m[0], m[1], ..., m[15]
       replaces	 the  current transformation with (C times M) times v, or c[0]
       c[4]  c[8]  c[12]	   m[0]	 m[4]  m[8]  m[12]	    v[0]

       c[1]  c[5]  c[9]	 c[13]		 m[1]  m[5]  m[9]  m[13]	  v[1]
				 times				   times  c[2]
       c[6] c[10]  c[14]	   m[2]	 m[6] m[10]  m[14]	    v[2]

       c[3]  c[7] c[11]	 c[15]		 m[3]  m[7] m[11]  m[15]	  v[3]

       Where  'times' denotes matrix multiplication, and v is represented as a
       4 times 1 matrix.

       While the elements of the matrix may be specified with single or double
       precision,  the	GL  may	 store or operate on these values in less than
       single precision.

       In many computer languages 4 times 4 arrays  are	 represented  in  row-
       major  order. The transformations just described represent these matri‐
       ces in column-major order. The order of the  multiplication  is	impor‐
       tant.  For  example,  if	 the current transformation is a rotation, and
       glMultMatrix() is called with a translation matrix, the translation  is
       done  directly on the coordinates to be transformed, while the rotation
       is done on the results of that translation.

       GL_INVALID_OPERATION is generated if glMultMatrix() is executed between
       the execution of glBegin() and the corresponding execution of glEnd().

       glGet() with argument GL_MATRIX_MODE
       glGet() with argument GL_COLOR_MATRIX
       glGet() with argument GL_MODELVIEW_MATRIX
       glGet() with argument GL_PROJECTION_MATRIX
       glGet() with argument GL_TEXTURE_MATRIX

       glLoadIdentity(3), glLoadMatrix(3), glMatrixMode(3), glPushMatrix(3)


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