(not?) using preservingMatrix

jamin1001 <[email protected]>
Newsgroups gmane.comp.lang.haskell.hopengl
Message-ID <[email protected]>
In C OpenGL, you can do something like this to use matrices for computation
without affecting context:

glMatrixMode (GL_MODELVIEW) ; 
glPushMatrix () ; 
glLoadMatrix (your_matrix) ; 
// do whatever you want with your your matrix 
// for exampl glMultMatrix (your_matrix2) ; 
... 
// at the end of your calculations use 
glGetFloatv (GL_MODELVIEW_MATRIX, your_matrix_result) ; 
glPopMatrix () ; // nothing has changed !!! 

I'm not exactly sure how this is done with HOpenGL. i.e., how can I get the
result of a matrix transformation not effecting the MODELVIEW, etc.
matrices?  Could someone give an example?


Thanks,

Jamin


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