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Home/ Questions/Q 6168037
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Editorial Team
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Editorial Team
Asked: May 23, 20262026-05-23T22:37:02+00:00 2026-05-23T22:37:02+00:00

I have a simple drawing loop where I manipulate the camera, using glRotatef and

  • 0

I have a simple drawing loop where I manipulate the camera, using glRotatef and glTranslatef then I attempt to draw a an object with my own matrix instead of using the gl* commands

e.g.

void GLCore::render()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();
    glRotatef(camera.xRot,1.0,0.0,0.0);
    glRotatef(camera.yRot,0.0,1.0,0.0);
    glTranslatef(-camera.position.X, -camera.position.Y, -camera.position.Z);
    glPushMatrix();
    drawScene();
    glPopMatrix();
    camera.updateCamera();
}

void GLCore::drawScene()
{
    glEnableClientState(GL_VERTEX_ARRAY);
    glPushMatrix();
    glLoadMatrixf(mapObject->matrix.getMatrixPointer());
    glVertexPointer(....);
    glDrawElements(....);
    glPopMatrix();
    glDisableClientState(GL_VERTEX_ARRAY);
}

The Matrix is from mapObject as:

        float m[] = { 1.0f, 0.0f, 0.0f, 0.0f,
                0.0f, 1.0f, 0.0f, 0.0f,
                0.0f, 0.0f, 1.0f, 0.0f,
                0.0f, 0.0f, -10.0f, 1.0f };

This draws as expect, with the model 10.0f away, however when I use glLoadMatrix I loose control of the camera, the view is fixed in the initial state. This doesn’t happen when I move the object using glTranslate, everything works fine and the camera will still look around. From what I understand the glLoadMatrix call should only be applied to the top matrix in the stack so it shouldn’t effect the camera matrix.

Any ideas? 🙁

Thanks for the help

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-23T22:37:02+00:00Added an answer on May 23, 2026 at 10:37 pm

    glLoadMatrix assigns your matrix to the top of the stack. What you want to do is to multiply your matrix with the one on the top of the stack. Use glMultMatrix for that.

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