gl.MultMatrix(mArray)
gl.MultMatrix()
multiplies the current matrix with the one specified using mArray, and replaces the
current matrix with the product.
The current matrix is determined by the current matrix mode (See gl.MatrixMode for details.). It is either the projection matrix, modelview matrix, or the texture matrix.
While the elements of the matrix are specified with double precision, the GL may store or operate on these values in less-than-single precision.
In many computer languages, 4x4 arrays are represented in row-major order. The transformations just
described represent these matrices in column-major order. The order of the multiplication is important.
For example, if the current transformation is a rotation, and gl.MultMatrix()
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.
Please consult an OpenGL reference manual for more information.
#GL_INVALID_OPERATION
is generated if glMultMatrix is executed between the execution of gl.Begin() and the corresponding execution of gl.End().
#GL_MATRIX_MODE
gl.Get() with argument #GL_MODELVIEW_MATRIX
gl.Get() with argument #GL_PROJECTION_MATRIX
gl.Get() with argument #GL_TEXTURE_MATRIX