glMatrixMode(3G) OpenGL Reference glMatrixMode(3G)
glMatrixMode - specify which matrix is the current matrix
void glMatrixMode( GLenum mode )
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.
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.
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.
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.
glLoadMatrix, glPushMatrix
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