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	<title>Comments on: 18. OpenGL Popping and Pushing Matrices</title>
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	<link>http://www.swiftless.com/tutorials/opengl/pop_and_push_matrices.html</link>
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	<item>
		<title>By: kropcke</title>
		<link>http://www.swiftless.com/tutorials/opengl/pop_and_push_matrices.html/comment-page-1#comment-3082</link>
		<dc:creator>kropcke</dc:creator>
		<pubDate>Sun, 13 Nov 2011 05:41:29 +0000</pubDate>
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		<description>Very, very big fan of your tutorials Swiftless.
Thank you again. They are terrific.

-kropcke</description>
		<content:encoded><![CDATA[<p>Very, very big fan of your tutorials Swiftless.<br />
Thank you again. They are terrific.</p>
<p>-kropcke</p>
]]></content:encoded>
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	<item>
		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/opengl/pop_and_push_matrices.html/comment-page-1#comment-1607</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Sun, 17 Apr 2011 03:50:18 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=181#comment-1607</guid>
		<description>Hi Theo,

The way matrices work in OpenGL, are based on a Stack setup. 

You start off with a matrix on the stack called the &quot;Transformation Matrix&quot; (there are also ones for textures and the projection), every time you do a call to glTranslate or glRotate, this changes the &quot;Transformation Matrix&quot;. If you call glPushMatrix, it takes an exact duplicate of the current &quot;Transformation Matrix&quot; and puts this on the top of the stack and this becomes the current matrix for all further glTranslate or glRotate calls. You can nest as many of these as you like within each other. Then once you call glPopMatrix, it pops the current &quot;Transformation Matrix&quot; off the stack and forgets it, and the previous &quot;Transformation Matrix&quot; becomes the current.

I hope this helps a little. 
Cheers,
Swiftless</description>
		<content:encoded><![CDATA[<p>Hi Theo,</p>
<p>The way matrices work in OpenGL, are based on a Stack setup. </p>
<p>You start off with a matrix on the stack called the &#8220;Transformation Matrix&#8221; (there are also ones for textures and the projection), every time you do a call to glTranslate or glRotate, this changes the &#8220;Transformation Matrix&#8221;. If you call glPushMatrix, it takes an exact duplicate of the current &#8220;Transformation Matrix&#8221; and puts this on the top of the stack and this becomes the current matrix for all further glTranslate or glRotate calls. You can nest as many of these as you like within each other. Then once you call glPopMatrix, it pops the current &#8220;Transformation Matrix&#8221; off the stack and forgets it, and the previous &#8220;Transformation Matrix&#8221; becomes the current.</p>
<p>I hope this helps a little.<br />
Cheers,<br />
Swiftless</p>
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	</item>
	<item>
		<title>By: Theo</title>
		<link>http://www.swiftless.com/tutorials/opengl/pop_and_push_matrices.html/comment-page-1#comment-1592</link>
		<dc:creator>Theo</dc:creator>
		<pubDate>Fri, 01 Apr 2011 00:09:22 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=181#comment-1592</guid>
		<description>I get how to use them, but about how they work: Does it add and subtract the matrices, or does it store on Push, and reset to identity, then transform to stored position / orientation? And can you have nested Push/Pops? ex:
push()
translate
push()
draw
pop()
pop()
push()
rotate
push()
draw
pop()
push()
draw
pop()
pop()</description>
		<content:encoded><![CDATA[<p>I get how to use them, but about how they work: Does it add and subtract the matrices, or does it store on Push, and reset to identity, then transform to stored position / orientation? And can you have nested Push/Pops? ex:<br />
push()<br />
translate<br />
push()<br />
draw<br />
pop()<br />
pop()<br />
push()<br />
rotate<br />
push()<br />
draw<br />
pop()<br />
push()<br />
draw<br />
pop()<br />
pop()</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: freezway</title>
		<link>http://www.swiftless.com/tutorials/opengl/pop_and_push_matrices.html/comment-page-1#comment-849</link>
		<dc:creator>freezway</dc:creator>
		<pubDate>Sat, 17 Jul 2010 03:57:55 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=181#comment-849</guid>
		<description>=&#124; thanks for trying to explain, but im still lost. Don&#039;t feel bad, 4 people ahve tried to explain it to me... I am still clueless... you should be on ##opengl on freenode</description>
		<content:encoded><![CDATA[<p>=| thanks for trying to explain, but im still lost. Don&#8217;t feel bad, 4 people ahve tried to explain it to me&#8230; I am still clueless&#8230; you should be on ##opengl on freenode</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/opengl/pop_and_push_matrices.html/comment-page-1#comment-769</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Wed, 02 Jun 2010 00:39:27 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=181#comment-769</guid>
		<description>It should be up now sorry, I have had a few posts suddenly stop showing, but I think I have fixed them all now.

Cheers,
Swiftless</description>
		<content:encoded><![CDATA[<p>It should be up now sorry, I have had a few posts suddenly stop showing, but I think I have fixed them all now.</p>
<p>Cheers,<br />
Swiftless</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: John</title>
		<link>http://www.swiftless.com/tutorials/opengl/pop_and_push_matrices.html/comment-page-1#comment-768</link>
		<dc:creator>John</dc:creator>
		<pubDate>Tue, 01 Jun 2010 23:49:08 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=181#comment-768</guid>
		<description>Is this article not done yet? I don&#039;t see anything.</description>
		<content:encoded><![CDATA[<p>Is this article not done yet? I don&#8217;t see anything.</p>
]]></content:encoded>
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		<title>By: orthogonal projections</title>
		<link>http://www.swiftless.com/tutorials/opengl/pop_and_push_matrices.html/comment-page-1#comment-301</link>
		<dc:creator>orthogonal projections</dc:creator>
		<pubDate>Mon, 05 Apr 2010 16:08:15 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=181#comment-301</guid>
		<description>[...] projections     18. OpenGL Popping and Pushing Matrices &#124; SwiftlessWhen drawing objects in OpenGL, it can be annoying that you do a translation, and then before [...]</description>
		<content:encoded><![CDATA[<p>[...] projections     18. OpenGL Popping and Pushing Matrices | SwiftlessWhen drawing objects in OpenGL, it can be annoying that you do a translation, and then before [...]</p>
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