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glPushMatrix.xhtml
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<div class="refentry" title="glPushMatrix"><a id="glPushMatrix"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glPushMatrix, glPopMatrix — push and pop the current matrix stack</p></div><div class="refsynopsisdiv" title="C Specification"><h2>C Specification</h2><div class="funcsynopsis"><table class="funcprototype-table"><tr><td><code class="funcdef">void <b class="fsfunc">glPushMatrix</b>(</code></td><td><code>void)</code>;</td><td> </td></tr></table><div class="funcprototype-spacer"> </div><table class="funcprototype-table"><tr><td><code class="funcdef">void <b class="fsfunc">glPopMatrix</b>(</code></td><td><code>void)</code>;</td><td> </td></tr></table><div class="funcprototype-spacer"> </div></div></div><div class="refsect1" title="Description"><a id="description"></a><h2>Description</h2><p>
There is a stack of matrices for each of the matrix modes. In
<code class="constant">GL_MODELVIEW</code>
mode, the stack depth is at least 16. In the other modes,
<code class="constant">GL_PROJECTION</code>, and
<code class="constant">GL_TEXTURE</code>,
the depth is at least 2. The current matrix in any mode is
the matrix on the top of the stack for that mode.</p><p><code class="function">glPushMatrix</code>
pushes the current matrix stack down by one, duplicating the
current matrix. That is, after a <code class="function">glPushMatrix</code>
call, the matrix on top of the stack is identical to the one
below it.</p><p><code class="function">glPopMatrix</code>
pops the current matrix stack, replacing the current matrix
with the one below it on the stack.</p><p>Initially, each of the stacks contains one matrix, an
identity matrix.</p><p>It is an error to push a full matrix stack, or to pop a
matrix stack that contains only a single matrix. In either
case, the error flag is set and no other change is made to GL
state.</p></div><div class="refsect1" title="Notes"><a id="notes"></a><h2>Notes</h2><p>
Each texture unit has its own texture matrix stack. Use
<a class="citerefentry" href="glActiveTexture"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>
to select the desired texture matrix stack.
</p></div><div class="refsect1" title="Errors"><a id="errors"></a><h2>Errors</h2><p><code class="constant">GL_STACK_OVERFLOW</code> is generated if
<code class="function">glPushMatrix</code>
is called while the current matrix stack is full.</p><p><code class="constant">GL_STACK_UNDERFLOW</code> is generated if
<code class="function">glPopMatrix</code>
is called while the current matrix stack contains only a single
matrix.</p></div><div class="refsect1" title="Associated Gets"><a id="associatedgets"></a><h2>Associated Gets</h2><p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>
with argument <code class="constant">GL_MAX_MODELVIEW_STACK_DEPTH</code>
</p><p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>
with argument <code class="constant">GL_MAX_PROJECTION_STACK_DEPTH</code>
</p><p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>
with argument <code class="constant">GL_MAX_TEXTURE_STACK_DEPTH</code>
</p><p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>
with argument <code class="constant">GL_MAX_TEXTURE_UNITS</code>
</p></div><div class="refsect1" title="See Also"><a id="seealso"></a><h2>See Also</h2><p>
<a class="citerefentry" href="glActiveTexture"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>,
<a class="citerefentry" href="glFrustum"><span class="citerefentry"><span class="refentrytitle">glFrustum</span></span></a>,
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>,
<a class="citerefentry" href="glLoadIdentity"><span class="citerefentry"><span class="refentrytitle">glLoadIdentity</span></span></a>,
<a class="citerefentry" href="glLoadMatrix"><span class="citerefentry"><span class="refentrytitle">glLoadMatrix</span></span></a>,
<a class="citerefentry" href="glMatrixMode"><span class="citerefentry"><span class="refentrytitle">glMatrixMode</span></span></a>,
<a class="citerefentry" href="glMultMatrix"><span class="citerefentry"><span class="refentrytitle">glMultMatrix</span></span></a>,
<a class="citerefentry" href="glOrtho"><span class="citerefentry"><span class="refentrytitle">glOrtho</span></span></a>,
<a class="citerefentry" href="glRotate"><span class="citerefentry"><span class="refentrytitle">glRotate</span></span></a>,
<a class="citerefentry" href="glScale"><span class="citerefentry"><span class="refentrytitle">glScale</span></span></a>,
<a class="citerefentry" href="glTranslate"><span class="citerefentry"><span class="refentrytitle">glTranslate</span></span></a>,
<a class="citerefentry" href="glViewport"><span class="citerefentry"><span class="refentrytitle">glViewport</span></span></a>
</p></div><div class="refsect1" title="Copyright"><a id="copyright"></a><h2>Copyright</h2><p>
Copyright © 2003-2004
Silicon Graphics, Inc. This document is licensed under the SGI
Free Software B License. For details, see
<a class="ulink" href="http://oss.sgi.com/projects/FreeB/" target="_top">http://oss.sgi.com/projects/FreeB/</a>.
</p></div></div>