glMultMatrix man page on OpenBSD

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GLMULTMATRIX(3G)					      GLMULTMATRIX(3G)

NAME
       glMultMatrixd, glMultMatrixf - multiply the current matrix with the
       specified matrix

C SPECIFICATION
       void glMultMatrixd( const GLdouble *m )
       void glMultMatrixf( const GLfloat *m )

       delim $$

PARAMETERS
       m      Points to 16 consecutive values that are used as the elements of
	      a $4 ~times~ 4$ column-major matrix.

DESCRIPTION
       glMultMatrix multiplies the current matrix with the one specified using
       m, and replaces the current matrix with the product.

       The current matrix is determined by the current matrix mode (see
       glMatrixMode). It is either the projection matrix, modelview matrix, or
       the texture matrix.

EXAMPLES
       If the current matrix is $C$, and the coordinates to be transformed
       are, $v ~=~ (v[0], v[1], v[2], v[3])$.  Then the current transformation
       is $C ~times~ v$, or

       down 130 {{ left (  matrix {
	  ccol { c[0] above c[1] above c[2] above c[3] }
	  ccol { c[4] above c[5] above c[6] above c[7] }
	  ccol { c[8] above c[9] above c[10] above c[11] }
	  ccol { c[12]~ above c[13]~ above c[14]~ above c[15]~ } } right ) }
       ~~ times ~~ {left ( matrix { ccol { v[0]~ above v[1]~ above v[2]~ above
       v[3]~ } } right )} }

       Calling glMultMatrix with an argument of $"m" ~=~ m[0], m[1], ...,
       m[15]$ replaces the current transformation with $(C ~times~ M) ~times~
       v$, or

       down 130 {{ left (  matrix {
	  ccol { c[0] above c[1] above c[2] above c[3] }
	  ccol { c[4] above c[5] above c[6] above c[7] }
	  ccol { c[8] above c[9] above c[10] above c[11] }
	  ccol { c[12]~ above c[13]~ above c[14]~ above c[15]~ } } right ) }
       ~~ times ~~ { left (  matrix {
	  ccol { m[0] above m[1] above m[2] above m[3] }
	  ccol { m[4] above m[5] above m[6] above m[7] }
	  ccol { m[8] above m[9] above m[10] above m[11] }
	  ccol { m[12]~ above m[13]~ above m[14]~ above m[15]~ } } right ) }
       ~~ times ~~ {left ( matrix { ccol { v[0]~ above v[1]~ above v[2]~ above
       v[3]~ } } right )} }

       Where '$times$' denotes matrix multiplication, and $v$ is represented
       as a $4 ~times~ 1$ matrix.

NOTES
       While the elements of the matrix may be specified with single or double
       precision, the GL may store or operate on these values in less than
       single precision.

       In many computer languages $4 ~times~ 4$ arrays are represented in
       row-major order. The transformations just described represent these
       matrices in column-major order.	The order of the multiplication is
       important. For example, if the current transformation is a rotation,
       and glMultMatrix is called with a translation matrix, the translation
       is done directly on the coordinates to be transformed, while the
       rotation is done on the results of that translation.

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

ASSOCIATED GETS
       glGet with argument GL_MATRIX_MODE
       glGet with argument GL_COLOR_MATRIX
       glGet with argument GL_MODELVIEW_MATRIX
       glGet with argument GL_PROJECTION_MATRIX
       glGet with argument GL_TEXTURE_MATRIX

SEE ALSO
       glLoadIdentity(3G), glLoadMatrix(3G), glMatrixMode(3G),
       glPushMatrix(3G)

								 March 1, 2011
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