**Name**- gl.MultMatrix -- multiply the current matrix with the specified matrix
**Synopsis**-
gl.MultMatrix(mArray)

**Function**-
`gl.MultMatrix()`

multiplies the current matrix with the one specified using mArray, and replaces the current matrix with the product.The current matrix is determined by the current matrix mode (See gl.MatrixMode for details.). It is either the projection matrix, modelview matrix, or the texture matrix.

While the elements of the matrix are specified with double precision, the GL may store or operate on these values in less-than-single precision.

In many computer languages, 4x4 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

`gl.MultMatrix()`

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.Please consult an OpenGL reference manual for more information.

**Inputs**-
*mArray*- table containing 16 consecutive values that are used as the elements of a 4x4 column-major matrix

**Errors**-
`#GL_INVALID_OPERATION`

is generated if glMultMatrix is executed between the execution of gl.Begin() and the corresponding execution of gl.End(). **Associated gets**-
gl.Get() with argument
`#GL_MATRIX_MODE`

gl.Get() with argument

`#GL_MODELVIEW_MATRIX`

gl.Get() with argument

`#GL_PROJECTION_MATRIX`

gl.Get() with argument

`#GL_TEXTURE_MATRIX`

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