glLoadIdentity, glMatrixMode, glMultMatrix, glMultTransposeMatrix, glPushMatrix
Copyright 1991-2006 Silicon Graphics, Inc. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.
Page generated by adrdox
glLoadMatrix: man2/glLoadMatrix.xml
glLoadMatrix replaces the current matrix with the one whose elements are specified by m. The current matrix is the projection matrix, modelview matrix, or texture matrix, depending on the current matrix mode (see glMatrixMode ). The current matrix, M, defines a transformation of coordinates. For instance, assume M refers to the modelview matrix. If v = v ⁡ 0 v ⁡ 1 v ⁡ 2 v ⁡ 3 is the set of object coordinates of a vertex, and m points to an array of 16 single- or double-precision floating-point values m = m ⁡ 0 m ⁡ 1... m ⁡ 15, then the modelview transformation M ⁡ v does the following: M ⁡ v = m ⁡ 0 m ⁡ 4 m ⁡ 8 m ⁡ 12 m ⁡ 1 m ⁡ 5 m ⁡ 9 m ⁡ 13 m ⁡ 2 m ⁡ 6 m ⁡ 10 m ⁡ 14 m ⁡ 3 m ⁡ 7 m ⁡ 11 m ⁡ 15 × v ⁡ 0 v ⁡ 1 v ⁡ 2 v ⁡ 3 Projection and texture transformations are similarly defined.
While the elements of the matrix may be specified with single or double precision, the GL implementation may store or operate on these values in less than single precision.