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Revision 1.1, Wed Oct 8 06:06:18 2003 UTC (14 years ago) by ljp
Branch: MAIN
CVS Tags: HEAD


OpenGL ES 1.0 and EGL 1.0 reference manual and man pages (written by
Claude Knaus, based on OpenGL SI man pages).

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE refentry PUBLIC "-//OASIS//DTD DocBook V4.2//EN" "DTD/docbook/docbookx.dtd">

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  Original Code. The Original Code is: OpenGL ES Reference Manual,
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<refentry id="glPushMatrix">
  <refmeta>
    <refentrytitle>glPushMatrix</refentrytitle>
    <manvolnum>3G</manvolnum>
  </refmeta>

  <refnamediv>
    <refname>glPushMatrix</refname>
    <refname>glPopMatrix</refname>
    <refpurpose>push and pop the current matrix stack</refpurpose>
  </refnamediv>

  <refsynopsisdiv>
    <title>C Specification</title>

    <funcsynopsis>
      <funcprototype>
        <funcdef>void <function>glPushMatrix</function></funcdef>
        <void/>
      </funcprototype>
      <funcprototype>
        <funcdef>void <function>glPopMatrix</function></funcdef>
        <void/>
      </funcprototype>
    </funcsynopsis>
  </refsynopsisdiv>

  <refsect1>
    <title>Description</title>

    <para>
    There is a stack of matrices for each of the matrix modes. In 
    <constant>GL_MODELVIEW</constant>
    mode, the stack depth is at least 16. In the other modes, 
    <constant>GL_PROJECTION</constant>, and 
    <constant>GL_TEXTURE</constant>,
    the depth is at least 2. The current matrix in any mode is
    the matrix on the top of the stack for that mode.</para>

    <para><function>glPushMatrix</function>
    pushes the current matrix stack down by one, duplicating the
    current matrix. That is, after a <function>glPushMatrix</function>
    call, the matrix on top of the stack is identical to the one
    below it.</para>

    <para><function>glPopMatrix</function>
    pops the current matrix stack, replacing the current matrix
    with the one below it on the stack.</para>

    <para>Initially, each of the stacks contains one matrix, an
    identity matrix.</para>

    <para>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.</para>
  </refsect1>

  <refsect1>
    <title>Notes</title>
 
    <para>
      Each texture unit has its own texture matrix stack. Use
      <citerefentry><refentrytitle>glActiveTexture</refentrytitle></citerefentry> 
      to select the desired texture matrix stack.
    </para>
  </refsect1>

  <refsect1>
    <title>Errors</title>

    <para><constant>GL_STACK_OVERFLOW</constant> is generated if 
    <function>glPushMatrix</function>
    is called while the current matrix stack is full.</para>

    <para><constant>GL_STACK_UNDERFLOW</constant> is generated if 
    <function>glPopMatrix</function>
    is called while the current matrix stack contains only a single
    matrix.</para>
  </refsect1>

  <refsect1>
    <title>Associated Gets</title>

    <para>
      <citerefentry><refentrytitle>glGetInteger</refentrytitle></citerefentry>
      with argument <constant>GL_MAX_MODELVIEW_STACK_DEPTH</constant>
    </para>

    <para>
      <citerefentry><refentrytitle>glGetInteger</refentrytitle></citerefentry>
      with argument <constant>GL_MAX_PROJECTION_STACK_DEPTH</constant>
    </para>

    <para>
      <citerefentry><refentrytitle>glGetInteger</refentrytitle></citerefentry>
      with argument <constant>GL_MAX_TEXTURE_STACK_DEPTH</constant>
    </para>

    <para>
      <citerefentry><refentrytitle>glGetInteger</refentrytitle></citerefentry>
      with argument <constant>GL_MAX_TEXTURE_UNITS</constant>
    </para>
  </refsect1>

  <refsect1>
    <title>See Also</title>

    <para>
      <citerefentry><refentrytitle>glActiveTexture</refentrytitle></citerefentry>, 
      <citerefentry><refentrytitle>glFrustum</refentrytitle></citerefentry>, 
      <citerefentry><refentrytitle>glGetInteger</refentrytitle></citerefentry>, 
      <citerefentry><refentrytitle>glLoadIdentity</refentrytitle></citerefentry>, 
      <citerefentry><refentrytitle>glLoadMatrix</refentrytitle></citerefentry>, 
      <citerefentry><refentrytitle>glMatrixMode</refentrytitle></citerefentry>, 
      <citerefentry><refentrytitle>glMultMatrix</refentrytitle></citerefentry>, 
      <citerefentry><refentrytitle>glOrtho</refentrytitle></citerefentry>, 
      <citerefentry><refentrytitle>glRotate</refentrytitle></citerefentry>, 
      <citerefentry><refentrytitle>glScale</refentrytitle></citerefentry>, 
      <citerefentry><refentrytitle>glTranslate</refentrytitle></citerefentry>, 
      <citerefentry><refentrytitle>glViewport</refentrytitle></citerefentry>
    </para>
  </refsect1>
</refentry>