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📄 frontface.html

📁 计算机图形学~想必是很多人需要的~在此共享一下
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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>glFrontFace</STRONG> -	define front- and back-facing polygons     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>	  void <STRONG>glFrontFace</STRONG>( GLenum <EM>mode</EM>	)     <STRONG>PARAMETERS</STRONG>	  <EM>mode</EM>	Specifies the orientation of front-facing polygons.		<STRONG>GL_CW</STRONG> and <STRONG>GL_CCW</STRONG> are accepted.	The initial value is		<STRONG>GL_CCW</STRONG>.     <STRONG>DESCRIPTION</STRONG>	  In a scene composed entirely of opaque closed	surfaces,	  back-facing polygons are never visible.  Eliminating these	  invisible polygons has the obvious benefit of	speeding up	  the rendering	of the image.  To enable and disable	  elimination of back-facing polygons, call <STRONG>glEnable</STRONG> and	  <STRONG>glDisable</STRONG> with argument <STRONG>GL_CULL_FACE</STRONG>.	  The projection of a polygon to window	coordinates is said to	  have clockwise winding if an imaginary object	following the	  path from its	first vertex, its second vertex, and so	on, to	  its last vertex, and finally back to its first vertex, moves	  in a clockwise direction about the interior of the polygon.	  The polygon's	winding	is said	to be counterclockwise if the	  imaginary object following the same path moves in a	  counterclockwise direction about the interior	of the	  polygon.  <STRONG>glFrontFace</STRONG>	specifies whether polygons with	  clockwise winding in window coordinates, or counterclockwise	  winding in window coordinates, are taken to be front-facing.	  Passing <STRONG>GL_CCW</STRONG> to <EM>mode</EM> selects counterclockwise polygons as	  front-facing;	<STRONG>GL_CW</STRONG> selects clockwise	polygons as front-	  facing.  By default, counterclockwise	polygons are taken to	  be front-facing.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>mode</EM> is not an accepted	  value.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glFrontFace</STRONG> is executed	  between the execution	of <STRONG>glBegin</STRONG> and the corresponding	  execution of <STRONG>glEnd</STRONG>.     <STRONG>ASSOCIATED</STRONG>	<STRONG>GETS</STRONG>	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_FRONT_FACE</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>glCullFace</STRONG>, <STRONG>glLightModel</STRONG></PRE></BODY></HTML>

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