📄 fglmatrixmode.html
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<HTML><BODY><PRE> <STRONG>NAME</STRONG> <STRONG>fglMatrixMode</STRONG> - specify which matrix is the current matrix <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG> SUBROUTINE <STRONG>fglMatrixMode</STRONG>( INTEGER*4 <EM>mode</EM> ) <STRONG>PARAMETERS</STRONG> <EM>mode</EM> Specifies which matrix stack is the target for subsequent matrix operations. Three values are accepted: <STRONG>GL_MODELVIEW</STRONG>, <STRONG>GL_PROJECTION</STRONG>, and <STRONG>GL_TEXTURE</STRONG>. The initial value is <STRONG>GL_MODELVIEW</STRONG>. <STRONG>DESCRIPTION</STRONG> <STRONG>fglMatrixMode</STRONG> sets the current matrix mode. <EM>mode</EM> can assume one of three values: <STRONG>GL_MODELVIEW</STRONG> Applies subsequent matrix operations to the modelview matrix stack. <STRONG>GL_PROJECTION</STRONG> Applies subsequent matrix operations to the projection matrix stack. <STRONG>GL_TEXTURE</STRONG> Applies subsequent matrix operations to the texture matrix stack. To find out which matrix stack is currently the target of all matrix operations, call <STRONG>fglGet</STRONG> with argument <STRONG>GL_MATRIX_MODE</STRONG>. The initial value is <STRONG>GL_MODELVIEW</STRONG>. <STRONG>ERRORS</STRONG> <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>mode</EM> is not an accepted value. <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglMatrixMode</STRONG> is executed between the execution of <STRONG>fglBegin</STRONG> and the corresponding execution of <STRONG>fglEnd</STRONG>. <STRONG>ASSOCIATED</STRONG> <STRONG>GETS</STRONG> <STRONG>fglGet</STRONG> with argument <STRONG>GL_MATRIX_MODE</STRONG> <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG> <STRONG>fglLoadMatrix</STRONG>, <STRONG>fglPushMatrix</STRONG></PRE></BODY></HTML>
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