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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>glLogicOp</STRONG> - specify a	logical	pixel operation	for color	  index	rendering     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>	  void <STRONG>glLogicOp</STRONG>( GLenum <EM>opcode</EM>	)     <STRONG>PARAMETERS</STRONG>	  <EM>opcode</EM>  Specifies a symbolic constant	that selects a logical		  operation.  The following symbols are	accepted:		  <STRONG>GL_CLEAR</STRONG>, <STRONG>GL_SET</STRONG>, <STRONG>GL_COPY</STRONG>, <STRONG>GL_COPY_INVERTED</STRONG>,		  <STRONG>GL_NOOP</STRONG>, <STRONG>GL_INVERT</STRONG>, <STRONG>GL_AND</STRONG>, <STRONG>GL_NAND</STRONG>, <STRONG>GL_OR</STRONG>, <STRONG>GL_NOR</STRONG>,		  <STRONG>GL_XOR</STRONG>, <STRONG>GL_EQUIV</STRONG>, <STRONG>GL_AND_REVERSE</STRONG>, <STRONG>GL_AND_INVERTED</STRONG>,		  <STRONG>GL_OR_REVERSE</STRONG>, and <STRONG>GL_OR_INVERTED</STRONG>. The initial value		  is <STRONG>GL_COPY</STRONG>.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>glLogicOp</STRONG> specifies a	logical	operation that,	when enabled,	  is applied between the incoming color	index or RGBA color	  and the color	index or RGBA color at the corresponding	  location in the frame	buffer.	To enable or disable the	  logical operation, call <STRONG>glEnable</STRONG> and <STRONG>glDisable</STRONG> using the	  symbolic constant <STRONG>GL_COLOR_LOGIC_OP</STRONG> for RGBA mode or	  <STRONG>GL_INDEX_LOGIC_OP</STRONG> for	color index mode. The initial value is	  disabled for both operations.		      ____________________________________		      |	    <EM>opcode</EM>	| <EM>resulting</EM> <EM>value</EM> |		      <EM>|</EM>_________________<EM>|</EM>_________________|		      |	   <STRONG>GL_CLEAR</STRONG>	|	 0	  |		      |	    <STRONG>GL_SET</STRONG>	|	 1	  |		      |	   <STRONG>GL_COPY</STRONG>	|	 s	  |		      |<STRONG>GL_COPY_INVERTED</STRONG>	|	~s	  |		      |	   <STRONG>GL_NOOP</STRONG>	|	 d	  |		      |	  <STRONG>GL_INVERT</STRONG>	|	~d	  |		      |	    <STRONG>GL_AND</STRONG>	|      s &amp; d	  |		      |	   <STRONG>GL_NAND</STRONG>	|    ~(s &amp; d)	  |		      |	    <STRONG>GL_OR</STRONG>	|      s | d	  |		      |	    <STRONG>GL_NOR</STRONG>	|    ~(s | d)	  |		      |	    <STRONG>GL_XOR</STRONG>	|      s ^ d	  |		      |	   <STRONG>GL_EQUIV</STRONG>	|    ~(s ^ d)	  |		      |	<STRONG>GL_AND_REVERSE</STRONG>	|     s	&amp; ~d	  |		      |<STRONG>GL_AND_INVERTED</STRONG>	|     ~s &amp; d	  |		      |	<STRONG>GL_OR_REVERSE</STRONG>	|     s	| ~d	  |		      |	<STRONG>GL_OR_INVERTED</STRONG>	|     ~s | d	  |		      <EM>|</EM>_________________<EM>|</EM>_________________|	  <EM>opcode</EM> is a symbolic constant	chosen from the	list above.	  In the explanation of	the logical operations,	<EM>s</EM> represents	  the incoming color index and <EM>d</EM> represents the	index in the	  frame	buffer.	 Standard C-language operators are used.  As	  these	bitwise	operators suggest, the logical operation is	  applied independently	to each	bit pair of the	source and	  destination indices or colors.     <STRONG>NOTES</STRONG>	  Color	index logical operations are always supported. RGBA	  logical operations are supported only	if the GL version is	  1.1 or greater.	  When more than one RGBA color	or index buffer	is enabled for	  drawing, logical operations are performed separately for	  each enabled buffer, using for the destination value the	  contents of that buffer (see <STRONG>glDrawBuffer</STRONG>).     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>opcode</EM> is not	an accepted	  value.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glLogicOp</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_LOGIC_OP_MODE</STRONG>.	  <STRONG>glIsEnabled</STRONG> with argument <STRONG>GL_COLOR_LOGIC_OP</STRONG> or	  <STRONG>GL_INDEX_LOGIC_OP</STRONG>.     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>glAlphaFunc</STRONG>, <STRONG>glBlendFunc</STRONG>, <STRONG>glDrawBuffer</STRONG>, <STRONG>glEnable</STRONG>,	  <STRONG>glStencilOp</STRONG></PRE></BODY></HTML>

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