specified matrix
eqn not supported
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.