📄 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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