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man glMultMatrix(3)
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```glMultMatrix(3)                                              glMultMatrix(3)

```

## NAME

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

```

## C SPECIFICATION

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

```

## PARAMETERS

```       m  Points to 16 consecutive values that are used as the elements of a 4
x 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
glMatrixMode). 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 X
v, or

c[0]  c[4]  c[8]  c[12]     v[0]
c[1]  c[5]  c[9]  c[13]     v[1]
c[2]  c[6]  c[10] c[14]  X  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 X M) x 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]
c[2]  c[6]  c[10] c[14] X m[2]  m[6]  m[10] m[14] X v[2]
c[3]  c[7]  c[11] c[15]   m[3]  m[7]  m[11] m[15]   v[3]

Where  'X' denotes matrix multiplication, and v is represented as a 4 X
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 X 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 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_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)
```© manpagez.com 2000-2022