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Text File  |  2002-10-03  |  5.6 KB  |  133 lines

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  4. ffffggggllllMMMMaaaattttrrrriiiixxxxMMMMooooddddeeee((((3333GGGG))))              OOOOppppeeeennnnGGGGLLLL RRRReeeeffffeeeerrrreeeennnncccceeee              ffffggggllllMMMMaaaattttrrrriiiixxxxMMMMooooddddeeee((((3333GGGG))))
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  8. NNNNAAAAMMMMEEEE
  9.      ffffggggllllMMMMaaaattttrrrriiiixxxxMMMMooooddddeeee - specify which matrix is the current matrix
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  12. FFFFOOOORRRRTTTTRRRRAAAANNNN SSSSPPPPEEEECCCCIIIIFFFFIIIICCCCAAAATTTTIIIIOOOONNNN
  13.      SUBROUTINE ffffggggllllMMMMaaaattttrrrriiiixxxxMMMMooooddddeeee( INTEGER*4 _m_o_d_e )
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  16. PPPPAAAARRRRAAAAMMMMEEEETTTTEEEERRRRSSSS
  17.      _m_o_d_e  Specifies which matrix stack is the target for subsequent matrix
  18.            operations.  Three values are accepted:  GGGGLLLL____MMMMOOOODDDDEEEELLLLVVVVIIIIEEEEWWWW,
  19.            GGGGLLLL____PPPPRRRROOOOJJJJEEEECCCCTTTTIIIIOOOONNNN, and GGGGLLLL____TTTTEEEEXXXXTTTTUUUURRRREEEE.  The initial value is GGGGLLLL____MMMMOOOODDDDEEEELLLLVVVVIIIIEEEEWWWW.
  20.  
  21.            Additionally, if the GGGGLLLL____AAAARRRRBBBB____iiiimmmmaaaaggggiiiinnnngggg extension is supported,
  22.            GGGGLLLL____CCCCOOOOLLLLOOOORRRR is also accepted.
  23.  
  24. DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
  25.      ffffggggllllMMMMaaaattttrrrriiiixxxxMMMMooooddddeeee sets the current matrix mode.  _m_o_d_e can assume one of four
  26.      values:
  27.  
  28.      GGGGLLLL____MMMMOOOODDDDEEEELLLLVVVVIIIIEEEEWWWW             Applies subsequent matrix operations to the
  29.                               modelview matrix stack.
  30.  
  31.      GGGGLLLL____PPPPRRRROOOOJJJJEEEECCCCTTTTIIIIOOOONNNN            Applies subsequent matrix operations to the
  32.                               projection matrix stack.
  33.  
  34.      GGGGLLLL____TTTTEEEEXXXXTTTTUUUURRRREEEE               Applies subsequent matrix operations to the
  35.                               texture matrix stack.
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  37.      GGGGLLLL____CCCCOOOOLLLLOOOORRRR                 Applies subsequent matrix operations to the
  38.                               color matrix stack.
  39.  
  40.      To find out which matrix stack is currently the target of all matrix
  41.      operations, call ffffggggllllGGGGeeeetttt with argument GGGGLLLL____MMMMAAAATTTTRRRRIIIIXXXX____MMMMOOOODDDDEEEE. The initial value
  42.      is GGGGLLLL____MMMMOOOODDDDEEEELLLLVVVVIIIIEEEEWWWW.
  43.  
  44. EEEERRRRRRRROOOORRRRSSSS
  45.      GGGGLLLL____IIIINNNNVVVVAAAALLLLIIIIDDDD____EEEENNNNUUUUMMMM is generated if _m_o_d_e is not an accepted value.
  46.  
  47.      GGGGLLLL____IIIINNNNVVVVAAAALLLLIIIIDDDD____OOOOPPPPEEEERRRRAAAATTTTIIIIOOOONNNN is generated if ffffggggllllMMMMaaaattttrrrriiiixxxxMMMMooooddddeeee is executed between
  48.      the execution of ffffggggllllBBBBeeeeggggiiiinnnn and the corresponding execution of ffffggggllllEEEEnnnndddd.
  49.  
  50. AAAASSSSSSSSOOOOCCCCIIIIAAAATTTTEEEEDDDD GGGGEEEETTTTSSSS
  51.      ffffggggllllGGGGeeeetttt with argument GGGGLLLL____MMMMAAAATTTTRRRRIIIIXXXX____MMMMOOOODDDDEEEE
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  54. MMMMAAAACCCCHHHHIIIINNNNEEEE DDDDEEEEPPPPEEEENNNNDDDDEEEENNNNCCCCIIIIEEEESSSS
  55.      RealityEngine, RealityEngine2, and VTX systems do not support color
  56.      matrix transformations on images as they are loaded to or read back from
  57.      texture memory.
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  63.                                                                         PPPPaaaaggggeeee 1111
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  70. ffffggggllllMMMMaaaattttrrrriiiixxxxMMMMooooddddeeee((((3333GGGG))))              OOOOppppeeeennnnGGGGLLLL RRRReeeeffffeeeerrrreeeennnncccceeee              ffffggggllllMMMMaaaattttrrrriiiixxxxMMMMooooddddeeee((((3333GGGG))))
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  74.      On Octane2 VPro systems, use of the texture q coordinate to achieve
  75.      projective texture effects will be processed on a per-vertex basis
  76.      instead of a per-pixel basis, unless the texture matrix is set up to be
  77.      projective.  (A projective texture matrix, specified as 16-element array
  78.      M, is defined to be one in which any of the M[3], M[7], or M[11] array
  79.      elements is non-zero.) In addition, if either two-sided lighting or
  80.      fragment lighting or separate specular lighting is in effect, projective
  81.      texture effects will always be processed on a per-vertex basis.
  82.  
  83.  
  84. SSSSEEEEEEEE AAAALLLLSSSSOOOO
  85.      ffffggggllllLLLLooooaaaaddddMMMMaaaattttrrrriiiixxxx, ffffggggllllPPPPuuuusssshhhhMMMMaaaattttrrrriiiixxxx
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  129.                                                                         PPPPaaaaggggeeee 2222
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