Name

glMultTransposeMatrix — multiply the current matrix with the specified row-major ordered matrix

C Specification

 `void glMultTransposeMatrixd(` const GLdouble * m`)`;

 `void glMultTransposeMatrixf(` const GLfloat * m`)`;

Parameters

`m`

Points to 16 consecutive values that are used as the elements of a 4 × 4 row-major matrix.

Description

`glMultTransposeMatrix` multiplies the current matrix with the one specified using `m`, and replaces the current matrix with the product.

The current matrix is determined by the current matrix mode (see glMatrixMode). It is either the projection matrix, modelview matrix, or the texture matrix.

Examples

If the current matrix is C and the coordinates to be transformed are v = v 0 v 1 v 2 v 3 , then the current transformation is C × v , or

c 0 c 4 c 8 c 12 c 1 c 5 c 9 c 13 c 2 c 6 c 10 c 14 c 3 c 7 c 11 c 15 × v 0 v 1 v 2 v 3

Calling `glMultTransposeMatrix` with an argument of m 16 = m 0 m 1 ... m 15 replaces the current transformation with C × M × v , or

c 0 c 4 c 8 c 12 c 1 c 5 c 9 c 13 c 2 c 6 c 10 c 14 c 3 c 7 c 11 c 15 × m 0 m 1 m 2 m 3 m 4 m 5 m 6 m 7 m 8 m 9 m 10 m 11 m 12 m 13 m 14 m 15 × v 0 v 1 v 2 v 3

Where v is represented as a 4 × 1 matrix.

Calling `glMultTransposeMatrix` with matrix M is identical in operation to glMultMatrix with M T , where T represents the transpose.

Notes

`glMultTransposeMatrix` is available only if the GL version is 1.3 or greater.

While the elements of the matrix may be specified with single or double precision, the GL may store or operate on these values in less-than-single precision.

The order of the multiplication is important. For example, if the current transformation is a rotation, and `glMultTransposeMatrix` is called with a translation matrix, the translation is done directly on the coordinates to be transformed, while the rotation is done on the results of that translation.