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Manpage of GLMULTMATRIX

GLMULTMATRIX

Index
 

NAME

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

 

C SPECIFICATION

void f3glMultMatrixdfP( const GLdouble fI*mfP )


void f3glMultMatrixffP(
const GLfloat fI*mfP )


delim $$  

PARAMETERS

f2mfP
Points to 16 consecutive values that are used as the elements of a $4 ~times~ 4$ column-major matrix.
 

DESCRIPTION

%f3glMultMatrixfP multiplies the current matrix with the one specified using f2mfP, and replaces the current matrix with the product. The current matrix is determined by the current matrix mode (see %f3glMatrixModefP). It is either the projection matrix, modelview matrix, or the texture matrix.  

EXAMPLES

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


down 130 {{ left ( matrix {
   ccol { c[0] above c[1] above c[2] above c[3] }
   ccol { c[4] above c[5] above c[6] above c[7] }
   ccol { c[8] above c[9] above c[10] above c[11] }
   ccol { c[12]~ above c[13]~ above c[14]~ above c[15]~ } } right ) } ~~ times ~~ {left ( matrix { ccol { v[0]~ above v[1]~ above v[2]~ above v[3]~ } } right )} }

Calling %f3glMultMatrixfP with an argument of $"m" ~=~ m[0], m[1], ..., m[15]$ replaces the current transformation with $(C ~times~ M) ~times~ v$, or


down 130 {{ left ( matrix {
   ccol { c[0] above c[1] above c[2] above c[3] }
   ccol { c[4] above c[5] above c[6] above c[7] }
   ccol { c[8] above c[9] above c[10] above c[11] }
   ccol { c[12]~ above c[13]~ above c[14]~ above c[15]~ } } right ) } ~~ times ~~ { left ( matrix {
   ccol { m[0] above m[1] above m[2] above m[3] }
   ccol { m[4] above m[5] above m[6] above m[7] }
   ccol { m[8] above m[9] above m[10] above m[11] }
   ccol { m[12]~ above m[13]~ above m[14]~ above m[15]~ } } right ) } ~~ times ~~ {left ( matrix { ccol { v[0]~ above v[1]~ above v[2]~ above v[3]~ } } right )} }

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

NOTES

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 matrices in column-major order. The order of the multiplication is important. For example, if the current transformation is a rotation, and %f3glMultMatrixfP 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.  

ERRORS

%f3GL_INVALID_OPERATIONfP is generated if %f3glMultMatrixfP is executed between the execution of %f3glBeginfP and the corresponding execution of %f3glEndfP.  

ASSOCIATED GETS

%f3glGetfP with argument %f3GL_MATRIX_MODEfP
%f3glGetfP with argument %f3GL_COLOR_MATRIXfP
%f3glGetfP with argument %f3GL_MODELVIEW_MATRIXfP
%f3glGetfP with argument %f3GL_PROJECTION_MATRIXfP
%f3glGetfP with argument %f3GL_TEXTURE_MATRIXfP  

SEE ALSO

%f3glLoadIdentity(3G)fP, %f3glLoadMatrix(3G)fP, %f3glMatrixMode(3G)fP, %f3glPushMatrix(3G)fP


 

Index

NAME
C SPECIFICATION
PARAMETERS
DESCRIPTION
EXAMPLES
NOTES
ERRORS
ASSOCIATED GETS
SEE ALSO