These unusual values lead to invalid modelview matrices. For example,
the last glRotate command above produces this matrix with Mesa:
-::
+.. math::
- 1.08536e+24 2.55321e-23 -0.000160389 0
- 5.96937e-25 1.08536e+24 103408 0
- 103408 -0.000160389 1.74755e+09 0
- 0 0 0 nan
+ \begin{matrix}
+ 1.08536 \times 10^{24} & 2.55321 \times 10^{-23} & -0.000160389 & 0\\
+ 5.96937 \times 10^{25} & 1.08536 \times 10^{24} & 103408 & 0\\
+ 103408 & -0.000160389 & 1.74755\times 10^{9} & 0\\
+ 0 & 0 & 0 & nan
+ \end{matrix}
and with NVIDIA's OpenGL:
-::
+.. math::
- 1.4013e-45 0 -nan 0
- 0 1.4013e-45 1.4013e-45 0
- 1.4013e-45 -nan 1.4013e-45 0
- 0 0 0 1.4013e-45
+ \begin{matrix}
+ 1.4013 \times 10^{-45} & 0 & -nan & 0\\
+ 0 & 1.4013 \times 10^{-45} & 1.4013 \times 10^{-45} & 0\\
+ 1.4013 \times 10^{-45} & -nan & 1.4013 \times 10^{-45} & 0\\
+ 0 & 0 & 0 & 1.4013 \times 10^{-45}
+ \end{matrix}
This causes the object in question to be drawn in a strange orientation
and with a semi-random color (between white and black) since GL_FOG is