Name
gl.PushMatrix -- push the current matrix stack
Synopsis
gl.PushMatrix()
Function
There is a stack of matrices for each of the matrix modes. In #GL_MODELVIEW mode, the stack depth is at least 32. In the other modes, #GL_COLOR, #GL_PROJECTION, and #GL_TEXTURE, the depth is at least 2. The current matrix in any mode is the matrix on the top of the stack for that mode.

gl.PushMatrix() pushes the current matrix stack down by one, duplicating the current matrix. That is, after a gl.PushMatrix() call, the matrix on top of the stack is identical to the one below it.

Initially, each of the stacks contains one matrix, an identity matrix.

It is an error to push a full matrix stack. In that case, the error flag is set and no other change is made to GL state.

Please consult an OpenGL reference manual for more information.

Inputs
none

Errors
#GL_STACK_OVERFLOW is generated if gl.PushMatrix() is called while the current matrix stack is full.

#GL_INVALID_OPERATION is generated if gl.PushMatrix() is executed between the execution of gl.Begin() and the corresponding execution of gl.End().

Associated gets
gl.Get() with argument #GL_MATRIX_MODE

gl.Get() with argument #GL_MODELVIEW_MATRIX

gl.Get() with argument #GL_PROJECTION_MATRIX

gl.Get() with argument #GL_TEXTURE_MATRIX

gl.Get() with argument #GL_MODELVIEW_STACK_DEPTH

gl.Get() with argument #GL_PROJECTION_STACK_DEPTH

gl.Get() with argument #GL_TEXTURE_STACK_DEPTH

gl.Get() with argument #GL_MAX_MODELVIEW_STACK_DEPTH

gl.Get() with argument #GL_MAX_PROJECTION_STACK_DEPTH

gl.Get() with argument #GL_MAX_TEXTURE_STACK_DEPTH


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