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glMatrixMode(3G)	       OpenGL Reference		      glMatrixMode(3G)


NAME    [Toc]    [Back]

     glMatrixMode - specify which matrix is the	current	matrix

C SPECIFICATION    [Toc]    [Back]

     void glMatrixMode(	GLenum mode )

PARAMETERS    [Toc]    [Back]

     mode  Specifies which matrix stack	is the target for subsequent matrix
	   operations.	Three values are accepted:  GL_MODELVIEW,
	   GL_PROJECTION, and GL_TEXTURE.  The initial value is	GL_MODELVIEW.

	   Additionally, if the	GL_ARB_imaging extension is supported,
	   GL_COLOR is also accepted.

DESCRIPTION    [Toc]    [Back]

     glMatrixMode sets the current matrix mode.	 mode can assume one of	four
     values:

     GL_MODELVIEW	      Applies subsequent matrix	operations to the
			      modelview	matrix stack.

     GL_PROJECTION	      Applies subsequent matrix	operations to the
			      projection matrix	stack.

     GL_TEXTURE		      Applies subsequent matrix	operations to the
			      texture matrix stack.

     GL_COLOR		      Applies subsequent matrix	operations to the
			      color matrix stack.

     To	find out which matrix stack is currently the target of all matrix
     operations, call glGet with argument GL_MATRIX_MODE. The initial value is
     GL_MODELVIEW.

ERRORS    [Toc]    [Back]

     GL_INVALID_ENUM is	generated if mode is not an accepted value.

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

ASSOCIATED GETS    [Toc]    [Back]

     glGet with	argument GL_MATRIX_MODE


MACHINE	DEPENDENCIES
     RealityEngine, RealityEngine2, and	VTX systems do not support color
     matrix transformations on images as they are loaded to or read back from
     texture memory.





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glMatrixMode(3G)	       OpenGL Reference		      glMatrixMode(3G)



     On	Octane2	VPro systems, use of the texture q coordinate to achieve
     projective	texture	effects	will be	processed on a per-vertex basis
     instead of	a per-pixel basis, unless the the texture matrix is set	up to
     be	projective.  (A	projective texture matrix is defined to	be one in
     which any of the 13th, 14th or 15th elements is non-zero.)	 In addition,
     if	either two-sided lighting or fragment lighting is in effect,
     projective	texture	effects	will always be processed on a per-vertex
     basis.

SEE ALSO    [Toc]    [Back]

      
      
     glLoadMatrix, glPushMatrix


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