glMatrixMode(3G)

glMatrixMode - specify which matrix is the current matrix

As shipped in IRIX 6.5.30. Last changed in IRIX 6.5.19.

NAME
     glMatrixMode - specify which matrix is the current matrix


C SPECIFICATION
     void glMatrixMode( GLenum 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
     glMatrixMode 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 glGet 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 glMatrixMode is executed between the
     execution of glBegin and the corresponding execution of glEnd.

ASSOCIATED GETS
     glGet 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
     glLoadMatrix, glPushMatrix