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📄 fglmultmatrix.html

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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglMultMatrixd,</STRONG> <STRONG>fglMultMatrixf</STRONG> - multiply the	current	matrix	  with the specified matrix     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglMultMatrixd</STRONG>( CHARACTER*8 <EM>m</EM> )	  SUBROUTINE <STRONG>fglMultMatrixf</STRONG>( CHARACTER*8 <EM>m</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>m</EM>  Points to 16 consecutive values that are used as the	     elements of a 4x4 column-major matrix.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fglMultMatrix</STRONG>	multiplies the current matrix with the one	  specified using <EM>m</EM>, and replaces the current matrix with the	  product.	  The current matrix is	determined by the current matrix mode	  (see <STRONG>fglMatrixMode</STRONG>). It is either the	projection matrix,	  modelview matrix, or the texture matrix.     <STRONG>EXAMPLES</STRONG>	  If the current matrix	is C, and the coordinates to be	  transformed are, v=(v[0],v[1],v[2],v[3]).  Then the current	  transformation is C x	v, or		    (c[0]  c[4]	 c[8]	c[12] )	    (v[0] )		    |			      |	    |	  |		    |c[1]  c[5]	 c[9]	c[13] |	    |v[1] |		    |c[2]  c[6]	 c[10]	c[14] |	 x  |v[2] |		    |			      |	    |	  |		    (c[3]  c[7]	 c[11]	c[15] )	    (v[3] )	  Calling <STRONG>fglMultMatrix</STRONG>	with an	argument of	  m=m[0],m[1],...,m[15]	replaces the current transformation	  with (C x M) x v, or	  (c[0]	 c[4]  c[8]   c[12] )	  (m[0]	 m[4]  m[8]   m[12] )	  (v[0]	)	  |			    |	  |			    |	  |	|	  |c[1]	 c[5]  c[9]   c[13] |	  |m[1]	 m[5]  m[9]   m[13] |	  |v[1]	|	  |c[2]	 c[6]  c[10]  c[14] |  x  |m[2]	 m[6]  m[10]  m[14] |  x  |v[2]	|	  |			    |	  |			    |	  |	|	  (c[3]	 c[7]  c[11]  c[15] )	  (m[3]	 m[7]  m[11]  m[15] )	  (v[3]	)	  Where	'x' denotes matrix multiplication, and v is	  represented as a 4 x 1 matrix.     <STRONG>NOTES</STRONG>	  While	the elements of	the matrix may be specified with	  single or double precision, the GL may store or operate on	  these	values in less than single precision.	  In many computer languages 4x4 arrays	are represented	in	  row-major order. The transformations just described	  represent these matrices in column-major order.  The order	  of the multiplication	is important. For example, if the	  current transformation is a rotation,	and <STRONG>fglMultMatrix</STRONG> is	  called with a	translation matrix, the	translation is done	  directly on the coordinates to be transformed, while the	  rotation is done on the results of that translation.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglMultMatrix</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>fglLoadMatrix</STRONG>, <STRONG>fglMatrixMode</STRONG>, <STRONG>fglPushMatrix</STRONG></PRE></BODY></HTML>

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