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📄 fglloadmatrix.html

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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglLoadMatrixd,</STRONG> <STRONG>fglLoadMatrixf</STRONG> - replace the current matrix	  with the specified matrix     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglLoadMatrixd</STRONG>( CHARACTER*8 <EM>m</EM> )	  SUBROUTINE <STRONG>fglLoadMatrixf</STRONG>( CHARACTER*8 <EM>m</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>m</EM>  Specifies a pointer to 16 consecutive values, which are	     used as the elements of a 4x4 column-major	matrix.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fglLoadMatrix</STRONG>	replaces the current matrix with the one whose	  elements are specified by <EM>m</EM>.	The current matrix is the	  projection matrix, modelview matrix, or texture matrix,	  depending on the current matrix mode (see <STRONG>fglMatrixMode</STRONG>).	  The current matrix, M,  defines a transformation of	  coordinates.	For instance, assume M refers to the modelview	  matrix.  If  v = (v[0],v[1],v[2],v[3]) is the	set of object	  coordinates of a vertex, and <EM>m</EM> points	to an array of 16	  single- or double-precision floating-point values	  m[0],m[1],...,m[15], then the	modelview transformation M(v)	  does the following:		     ( m[0]   m[4]   m[8]    m[12] )	 ( v[0]	)		     |				   |	 |	|		     |m[1]   m[5]    m[9]   m[13]  |	 | v[1]	|	      M(v) = |m[2]   m[6]   m[10]   m[14]  |  x	 | v[2]	|		     |				   |	 |	|		     (m[3]   m[7]   m[11]   m[15]  )	 ( v[3]	)	  Where	'x' denotes matrix multiplication.	  Projection and texture transformations are similarly	  defined.     <STRONG>NOTES</STRONG>	  While	the elements of	the matrix may be specified with	  single or double precision, the GL implementation may	store	  or operate on	these values in	less than single precision.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglLoadMatrix</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>fglGet</STRONG> with argument <STRONG>GL_MODELVIEW_MATRIX</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_PROJECTION_MATRIX</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_TEXTURE_MATRIX</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglLoadIdentity</STRONG>, <STRONG>fglMatrixMode</STRONG>, <STRONG>fglMultMatrix</STRONG>, <STRONG>fglPushMatrix</STRONG></PRE></BODY></HTML>

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