fglMatrixMode(3G)
fglMatrixMode - specify which matrix is the current matrix
As shipped in IRIX 6.5.30. Last changed in IRIX 6.5.19.
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. 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