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Speficies whether the modelview, projection, or texture matrix will be modified. Mode can be one of the followings:
GL_MODELVIEW
GL_PROJECTION
GL_TEXTURE
Loads an identity matrix to the current modifiable matrix.
Loads the matrix mat to the current modifiable matrix.
Mat can be a <matrix4f>
instance, or
f32 or f64vector of length 16.
Multiplies the matrix mat to the current modifiable matrix.
Mat can be a <matrix4f>
instance, or
f32 or f64vector of length 16.
Multiplies the current matrix by a matrix taht translates
an object by (x, y, z).
Internally, glTranslated
is called.
Multiplies the current matrix by a matrix that rotates
an object in a counterclockwise direction about the ray
from the origin through the point (x, y, z)
by angle degrees.
Internally, glRotated
is called.
Multiplies the current matrix by a matrix that scales
an object by (x, y, z).
Internally, glScaled
is called.
Defines a viewing matrix and multiplies it to the right of the current matrix.
Creates a matrix for a perspective-view frustum and multiplies the current matrix by it.
Creates a matrix for a symmetrix perspective-view frustum and multiplies the current matrix by it.
Creates a matrix for an orthographic parallel viewing volume nand multiplies the current matrix by it.
Convenience procedure for 2D drawing; it is the same as gl-ortho
except nearv and farv are fixed (along Z axis) to -1.0 and 1.0, respectively.
Defines a pixel rectangle in the window into which the final image is mapped.
Pushes/pops the current matrix.
A convenience macro. Pushes the current matrix, executes exprs, then pop the current matrix.
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This document was generated by Shiro Kawai on June, 7 2008 using texi2html 1.78.