<HTML> <BODY> <PRE> <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> </PRE> </BODY> </HTML>