glMatrixMode(3G) OpenGL Reference glMatrixMode(3G)NAMEglMatrixMode - specify which matrix is the current matrix
C SPECIFICATION
void glMatrixMode( GLenum mode )
PARAMETERS
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.
DESCRIPTIONglMatrixMode 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
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
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 texture matrix is set up to be
projective. (A projective texture matrix, specified as 16-element array
M, is defined to be one in which any of the M[3], M[7], or M[11] array
elements is non-zero.) In addition, if either two-sided lighting or
fragment lighting or separate specular lighting is in effect, projective
texture effects will always be processed on a per-vertex basis.
SEE ALSO
glLoadMatrix, glPushMatrix
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