NAME fglMultMatrixd, fglMultMatrixf - multiply the current matrix with the specified matrix FORTRAN SPECIFICATION SUBROUTINE fglMultMatrixd( CHARACTER*8 m ) SUBROUTINE fglMultMatrixf( CHARACTER*8 m ) PARAMETERS m Points to 16 consecutive values that are used as the elements of a 4x4 column-major matrix. DESCRIPTION fglMultMatrix 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 fglMatrixMode). 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 x v, or (c[0] c[4] c[8] c[12] ) (v[0] ) | | | | |c[1] c[5] c[9] c[13] | |v[1] | |c[2] c[6] c[10] c[14] | x |v[2] | | | | | (c[3] c[7] c[11] c[15] ) (v[3] ) Calling fglMultMatrix with an argument of m=m[0],m[1],...,m[15] replaces the current transformation with (C x M) x v, or (c[0] c[4] c[8] c[12] ) (m[0] m[4] m[8] m[12] ) (v[0] ) | | | | | | |c[1] c[5] c[9] c[13] | |m[1] m[5] m[9] m[13] | |v[1] | |c[2] c[6] c[10] c[14] | x |m[2] m[6] m[10] m[14] | x |v[2] | | | | | | | (c[3] c[7] c[11] c[15] ) (m[3] m[7] m[11] m[15] ) (v[3] ) Where 'x' denotes matrix multiplication, and v is represented as a 4 x 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 4x4 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 fglMultMatrix 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 fglMultMatrix is executed between the execution of fglBegin and the corresponding execution of fglEnd. ASSOCIATED GETS fglGet with argument GL_MATRIX_MODE fglGet with argument GL_MODELVIEW_MATRIX fglGet with argument GL_PROJECTION_MATRIX fglGet with argument GL_TEXTURE_MATRIX SEE ALSO fglLoadIdentity, fglLoadMatrix, fglMatrixMode, fglPushMatrix