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Home/ Questions/Q 8074517
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Editorial Team
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Editorial Team
Asked: June 5, 20262026-06-05T14:40:35+00:00 2026-06-05T14:40:35+00:00

I’ve stumbled on an issue in OpenGL that I can’t explain, unless I somehow

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I’ve stumbled on an issue in OpenGL that I can’t explain, unless I somehow misunderstood how glPushMatrix() / glPopMatrix() work.

Shouldn’t the two pieces of code below have exactly the same effect?

  glPushMatrix();
  glVertex3f(0,0,0);
  glTranslatef(c->e->coords[0], c->e->coords[1], c->e->coords[2]);
  glPopMatrix();

vs

  glVertex3f(c->e->coords[0], c->e->coords[1], c->e->coords[2]);

In my application, only when I use the second one do I see anything. I tried with both pieces of code in the exact same place in the code, changing nothing else, and the one with push/pop matrix doesn’t draw anything on screen.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-05T14:40:37+00:00Added an answer on June 5, 2026 at 2:40 pm

    You can’t call glPushMatrix()/PopMatrix() inside a glBegin()/glEnd() block.

    glBegin():

    Only a subset of GL commands can be used between glBegin and glEnd.
    The commands are glVertex, glColor, glSecondaryColor, glIndex,
    glNormal, glFogCoord, glTexCoord, glMultiTexCoord, glVertexAttrib,
    glEvalCoord, glEvalPoint, glArrayElement, glMaterial, and glEdgeFlag.
    Also, it is acceptable to use glCallList or glCallLists to execute
    display lists that include only the preceding commands. If any other
    GL command is executed between glBegin and glEnd, the error flag is
    set and the command is ignored.

    Recommendation: Use vertex arrays or vertex buffer objects instead of classic immediate-mode glBegin()/glEnd() blocks.

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