specified matrix

void

**eqn not supported**

*m*- Points to 16 consecutive values that are used as the elements of a $4 ~times~ 4$ column-major matrix.

The current matrix is determined by
the current matrix mode (see **glMatrixMode**). It is either the projection
matrix, modelview matrix, or the texture matrix.

Calling **glMultMatrix** with an argument of $"m" ~=~ m[0],
m[1], ..., m[15]$ replaces the current transformation with $(C ~times~ M)
~times~ v$, or

Where '$times$' denotes matrix multiplication,
and $v$ is represented as a $4 ~times~ 1$ matrix.

In many computer languages $4 ~times~ 4$ arrays are represented
in row-major order. The transformations just described represent these matrices
in column-major order. The order of the multiplication is important. For example,
if the current transformation is a rotation, and **glMultMatrix** is called
with a translation matrix, the translation is done directly on the coordinates
to be transformed, while the rotation is done on the results of that translation.