📄 loadmatrix.html
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<STRONG>NAME</STRONG>
<STRONG>glLoadMatrixd,</STRONG> <STRONG>glLoadMatrixf</STRONG> - replace the current matrix
with the specified matrix
<STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
void <STRONG>glLoadMatrixd</STRONG>( const GLdouble *<EM>m</EM> )
void <STRONG>glLoadMatrixf</STRONG>( const GLfloat *<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>glLoadMatrix</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>glMatrixMode</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>glLoadMatrix</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>glMatrixMode</STRONG>, <STRONG>glMultMatrix</STRONG>, <STRONG>glPushMatrix</STRONG>
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