fglMatrixMode man page on IRIX

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fglMatrixMode(3G)	       OpenGL Reference		     fglMatrixMode(3G)

NAME
     fglMatrixMode - specify which matrix is the current matrix

FORTRAN SPECIFICATION
     SUBROUTINE fglMatrixMode( INTEGER*4 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.

DESCRIPTION
     fglMatrixMode 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 fglGet 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 fglMatrixMode is executed between
     the execution of fglBegin and the corresponding execution of fglEnd.

ASSOCIATED GETS
     fglGet 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.

									Page 1

fglMatrixMode(3G)	       OpenGL Reference		     fglMatrixMode(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
     fglLoadMatrix, fglPushMatrix

									Page 2

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