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     <STRONG>NAME</STRONG>
	  <STRONG>glMultMatrixd,</STRONG> <STRONG>glMultMatrixf</STRONG> - multiply the current matrix
	  with the specified matrix


     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
	  void <STRONG>glMultMatrixd</STRONG>( const GLdouble *<EM>m</EM>	)
	  void <STRONG>glMultMatrixf</STRONG>( const GLfloat *<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>glMultMatrix</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>glMatrixMode</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>glMultMatrix</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>glMultMatrix</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>glMultMatrix</STRONG> is
	  executed between the execution of <STRONG>glBegin</STRONG> and	the
	  corresponding	execution of <STRONG>glEnd</STRONG>.

     <STRONG>ASSOCIATED</STRONG>	<STRONG>GETS</STRONG>
	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_MATRIX_MODE</STRONG>
	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_MODELVIEW_MATRIX</STRONG>
	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_PROJECTION_MATRIX</STRONG>
	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_TEXTURE_MATRIX</STRONG>

     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>
	  <STRONG>glLoadIdentity</STRONG>, <STRONG>glLoadMatrix</STRONG>,	<STRONG>glMatrixMode</STRONG>, <STRONG>glPushMatrix</STRONG>




























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