Skip site navigation (1)Skip section navigation (2)

  
 
  

home | help
GLMULTMATRIX()							  GLMULTMATRIX()

NAME
     glMultMatrixd,  glMultMatrixf - multiply the current matrix with the speci-
     fied matrix

C SPECIFICATION
     void glMultMatrixd( const GLdouble *m )
     void glMultMatrixf( const GLfloat *m )

     delim $$

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

DESCRIPTION
     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  glMatrix-
     Mode). 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 glMultMatrix with an argument of $"m" = m[0], m[1], ..., m[15]$ re-
     places 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  col-
     umn-major	order.	 The order of the multiplication is important. For exam-
     ple, 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.

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

ASSOCIATED GETS
     glGet with argument GL_MATRIX_MODE
     glGet with argument GL_MODELVIEW_MATRIX
     glGet with argument GL_PROJECTION_MATRIX
     glGet with argument GL_TEXTURE_MATRIX

SEE ALSO
     glLoadIdentity, glLoadMatrix, glMatrixMode, glPushMatrix

								  GLMULTMATRIX()

Want to link to this manual page? Use this URL:
<https://man.freebsd.org/cgi/man.cgi?query=glMultMatrixf&sektion=3&manpath=FreeBSD+Ports+15.1.quarterly>

home | help