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