Name
glPushMatrix
, glPopMatrix
- push and pop the current matrix stackC Specification
void glPushMatrix(void) void glPopMatrix(void)
Description
There is a stack of matrices for each of the matrix modes. InGL_MODELVIEW
mode, the stack depth is at least 16. In the other modes, 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.glPushMatrix
pushes the current matrix stack down by one, duplicating the current matrix. That is, after a glPushMatrix
call, the matrix on top of the stack is identical to the one below it.glPopMatrix
pops the current matrix stack, replacing the current matrix with the one below it on the stack.Initially, each of the stacks contains one matrix, an identity matrix.
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.
Notes
Each texture unit has its own texture matrix stack. UseglActiveTexture
to select the desired texture matrix stack.Errors
GL_STACK_OVERFLOW
is generated if glPushMatrix
is called while the current matrix stack is full.GL_STACK_UNDERFLOW
is generated if glPopMatrix
is called while the current matrix stack contains only a single matrix.Associated Gets
glGetInteger
with argument GL_MAX_MODELVIEW_STACK_DEPTH
glGetInteger
with argument GL_MAX_PROJECTION_STACK_DEPTH
glGetInteger
with argument GL_MAX_TEXTURE_STACK_DEPTH
glGetInteger
with argument GL_MAX_TEXTURE_UNITS
Copyright
Copyright © 2003 Silicon Graphics, Inc.This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.
See Also
glActiveTexture
, glFrustum
, glGetInteger
, glLoadIdentity
, glLoadMatrix
, glMatrixMode
, glMultMatrix
, glOrtho
, glRotate
, glScale
, glTranslate
, glViewport
Example
----------------------------------------------------------------------------
void display(void)
{
int pass;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glEnable(GL_ALPHA_TEST);
pass = 2;
{
glDisable(GL_ALPHA_TEST);
pass = 0;
}
glRotatef(view_h, 0, 1, 0);
glRotatef(view_v, 1, 0, 0);
do {
if (pass == 2) {
glAlphaFunc(GL_EQUAL, 1);
glDepthMask(GL_TRUE);
pass--;
} else if (pass != 0) {
glAlphaFunc(GL_NOTEQUAL, 1);
glDepthMask(GL_FALSE);
pass--;
}
draw_engine_pole();
glPushMatrix();
glTranslatef(0.5, 1.4, 0.0);
draw_cylinder_head();
glPopMatrix();
glPushMatrix();
glTranslatef(0.0, -0.8, 0.0);
draw_crank();
glPopMatrix();
} while (pass > 0);
glDepthMask(GL_TRUE);
glutSwapBuffers();
glPopMatrix();
}