glLoadTransposeMatrix.3G man page
glLoadTransposeMatrix — replace the current matrix with the specified row-major ordered matrix
void glLoadTransposeMatrixd(const GLdouble * m);
void glLoadTransposeMatrixf(const GLfloat * m);
Specifies a pointer to 16 consecutive values, which are used as the elements of a 4 × 4 row-major matrix.
glLoadTransposeMatrix replaces the current matrix with the one whose elements are specified by m. The current matrix is the projection matrix, modelview matrix, or texture matrix, depending on the current matrix mode (see glMatrixMode()).
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 m points to an array of 16 single- or double-precision floating-point values m = m 0 m 1 ... m 15, then the modelview transformation M v does the following:
M v = 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
Projection and texture transformations are similarly defined.
Calling glLoadTransposeMatrix with matrix M is identical in operation to glLoadMatrix() with M T, where T represents the transpose.
glLoadTransposeMatrix 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 implementation may store or operate on these values in less than single precision.
GL_INVALID_OPERATION is generated if glLoadTransposeMatrix is executed between the execution of glBegin() and the corresponding execution of glEnd().
glGet() with argument GL_MATRIX_MODE
glGet() with argument GL_COLOR_MATRIX
glGet() with argument GL_MODELVIEW_MATRIX
glGet() with argument GL_PROJECTION_MATRIX
glGet() with argument GL_TEXTURE_MATRIX
glLoadIdentity(), glLoadMatrix(), glMatrixMode(), glMultMatrix(), glMultTransposeMatrix(), glPushMatrix()
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