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📄 interleavedarrays.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>glInterleavedArrays</STRONG> -	simultaneously specify and enable	  several interleaved arrays     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>	  void <STRONG>glInterleavedArrays</STRONG>( GLenum <EM>format</EM>,				    GLsizei <EM>stride</EM>,				    const GLvoid *<EM>pointer</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>format</EM>   Specifies the type of array to enable. Symbolic		   constants <STRONG>GL_V2F</STRONG>, <STRONG>GL_V3F</STRONG>, <STRONG>GL_C4UB_V2F</STRONG>, <STRONG>GL_C4UB_V3F</STRONG>,		   <STRONG>GL_C3F_V3F</STRONG>, <STRONG>GL_N3F_V3F</STRONG>, <STRONG>GL_C4F_N3F_V3F</STRONG>, <STRONG>GL_T2F_V3F</STRONG>,		   <STRONG>GL_T4F_V4F</STRONG>, <STRONG>GL_T2F_C4UB_V3F</STRONG>,	<STRONG>GL_T2F_C3F_V3F</STRONG>,		   <STRONG>GL_T2F_N3F_V3F</STRONG>, <STRONG>GL_T2F_C4F_N3F_V3F</STRONG>, and		   <STRONG>GL_T4F_C4F_N3F_V4F</STRONG> are accepted.	  <EM>stride</EM>   Specifies the offset	in bytes between each		   aggregate array element.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>glInterleavedArrays</STRONG> lets you specify and enable individual	  color, normal, texture and vertex arrays whose elements are	  part of a larger aggregate array element.  For some	  implementations, this	is more	efficient than specifying the	  arrays seperately.	  If <EM>stride</EM> is 0, the aggregate	elements are stored	  consecutively.  Otherwise, <EM>stride</EM> bytes occur	between	the	  beginning of one aggregate array element and the beginning	  of the next aggregate	array element.	  <EM>format</EM> serves	as a 'key' describing the extraction of	  individual arrays from the aggregate array.  If <EM>format</EM>	  contains a T,	then texture coordinates are extracted from	  the interleaved array.  If C is present, color values	are	  extracted. If	N is present, normal coordinates are	  extracted.  Vertex coordinates are always extracted.	  The digits 2,	3, and 4 denote	how many values	are extracted.	  F indicates that values are extracted	as floating-point	  values.  Colors may also be extracted	as 4 unsigned bytes if	  4UB follows the C.  If a color is extracted as 4 unsigned	  bytes, the vertex array element which	follows	is located at	  the first possible floating-point aligned address.     <STRONG>NOTES</STRONG>	  <STRONG>glInterleavedArrays</STRONG> is available only	if the GL version is	  1.1 or greater.	  If <STRONG>glInterleavedArrays</STRONG> is called while compiling a display	  list,	it is not compiled into	the list, and it is executed	  immediately.	  Execution of <STRONG>glInterleavedArrays</STRONG> is not allowed between the	  execution of <STRONG>glBegin</STRONG> and the corresponding execution of	  <STRONG>glEnd</STRONG>, but an	error may or may not be	generated. If no error	  is generated,	the operation is undefined.	  <STRONG>glInterleavedArrays</STRONG> is typically implemented on the client	  side.	  Vertex array parameters are client-side state	and are	  therefore not	saved or restored by <STRONG>glPushAttrib</STRONG> and	  <STRONG>glPopAttrib</STRONG>.	Use <STRONG>glPushClientAttrib</STRONG> and <STRONG>glPopClientAttrib</STRONG>	  instead.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>format</EM> is not	an accepted	  value.	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if <EM>stride</EM> is negative.     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>glArrayElement</STRONG>, <STRONG>glColorPointer</STRONG>, <STRONG>glDrawArrays</STRONG>,	  <STRONG>glDrawElements</STRONG>, <STRONG>glEdgeFlagPointer</STRONG>, <STRONG>glEnableClientState</STRONG>,	  <STRONG>glGetPointer</STRONG>,	<STRONG>glIndexPointer</STRONG>,	<STRONG>glNormalPointer</STRONG>,	  <STRONG>glTexCoordPointer</STRONG>, <STRONG>glVertexPointer</STRONG></PRE></BODY></HTML>

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