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📄 hint.html

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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>glHint</STRONG> - specify implementation-specific hints     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>	  void <STRONG>glHint</STRONG>( GLenum <EM>target</EM>,		       GLenum <EM>mode</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>target</EM>  Specifies a symbolic constant	indicating the		  behavior to be controlled.  <STRONG>GL_FOG_HINT</STRONG>,		  <STRONG>GL_LINE_SMOOTH_HINT</STRONG>, <STRONG>GL_PERSPECTIVE_CORRECTION_HINT</STRONG>,		  <STRONG>GL_POINT_SMOOTH_HINT</STRONG>,	and <STRONG>GL_POLYGON_SMOOTH_HINT</STRONG> are		  accepted.	  <EM>mode</EM>	  Specifies a symbolic constant	indicating the desired		  behavior.  <STRONG>GL_FASTEST</STRONG>, <STRONG>GL_NICEST</STRONG>, and	<STRONG>GL_DONT_CARE</STRONG>		  are accepted.     <STRONG>DESCRIPTION</STRONG>	  Certain aspects of GL	behavior, when there is	room for	  interpretation, can be controlled with hints.	 A hint	is	  specified with two arguments.	 <EM>target</EM>	is a symbolic constant	  indicating the behavior to be	controlled, and	<EM>mode</EM> is	  another symbolic constant indicating the desired behavior.	  The initial value for	each <EM>target</EM> is <STRONG>GL_DONT_CARE</STRONG>. <EM>mode</EM> can	  be one of the	following:	  <STRONG>GL_FASTEST</STRONG>	      The most efficient option	should be			      chosen.	  <STRONG>GL_NICEST</STRONG>	      The most correct,	or highest quality,			      option should be chosen.	  <STRONG>GL_DONT_CARE</STRONG>	      No preference.	  Though the implementation aspects that can be	hinted are	  well defined,	the interpretation of the hints	depends	on the	  implementation.  The hint aspects that can be	specified with	  <EM>target</EM>, along	with suggested semantics, are as follows:	  <STRONG>GL_FOG_HINT</STRONG>	      Indicates	the accuracy of	fog			      calculation.  If per-pixel fog			      calculation is not efficiently supported			      by the GL	implementation,	hinting			      <STRONG>GL_DONT_CARE</STRONG> or <STRONG>GL_FASTEST</STRONG> can result in			      per-vertex calculation of	fog effects.	  <STRONG>GL_LINE_SMOOTH_HINT</STRONG> Indicates	the sampling quality of			      antialiased lines.  If a larger filter			      function is applied, hinting <STRONG>GL_NICEST</STRONG>			      can result in more pixel fragments being			      generated	during rasterization,	  <STRONG>GL_PERSPECTIVE_CORRECTION_HINT</STRONG>			      Indicates	the quality of color and			      texture coordinate interpolation.	 If			      perspective-corrected parameter			      interpolation is not efficiently			      supported	by the GL implementation,			      hinting <STRONG>GL_DONT_CARE</STRONG> or <STRONG>GL_FASTEST</STRONG> can			      result in	simple linear interpolation of			      colors and/or texture coordinates.	  <STRONG>GL_POINT_SMOOTH_HINT</STRONG>			      Indicates	the sampling quality of			      antialiased points.  If a	larger filter			      function is applied, hinting <STRONG>GL_NICEST</STRONG>			      can result in more pixel fragments being			      generated	during rasterization,	  <STRONG>GL_POLYGON_SMOOTH_HINT</STRONG>			      Indicates	the sampling quality of			      antialiased polygons.  Hinting <STRONG>GL_NICEST</STRONG>			      can result in more pixel fragments being			      generated	during rasterization, if a			      larger filter function is	applied.     <STRONG>NOTES</STRONG>	  The interpretation of	hints depends on the implementation.	  Some implementations ignore <STRONG>glHint</STRONG> settings.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if either <EM>target</EM>	or <EM>mode</EM>	is not	  an accepted value.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glHint</STRONG> is executed	  between the execution	of <STRONG>glBegin</STRONG> and the corresponding	  execution of <STRONG>glEnd</STRONG>.</PRE></BODY></HTML>

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