OpenGL: Implementing transformation matrix stack

Posted by Jakub M. on Stack Overflow See other posts from Stack Overflow or by Jakub M.
Published on 2012-04-05T10:57:00Z Indexed on 2012/04/05 11:29 UTC
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In a newer OpenGL there is no matrix stack. I am working on a simple display engine, and I am going to implement the transformation stack.

What is a common strategy here? Should I build a push/pop stack, and use it with a tree representing my model? I suppose this is the "old" approach, that was deprecated in the newer OpenGL versions. Maybe then it is not the best solution (it was removed for some reason)

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