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📄 gettexparameter.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>glGetTexParameterfv,</STRONG> <STRONG>glGetTexParameteriv</STRONG> - return texture	  parameter values     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>	  void <STRONG>glGetTexParameterfv</STRONG>( GLenum <EM>target</EM>,				    GLenum <EM>pname</EM>,				    GLfloat *<EM>params</EM> )	  void <STRONG>glGetTexParameteriv</STRONG>( GLenum <EM>target</EM>,				    GLenum <EM>pname</EM>,				    GLint *<EM>params</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>target</EM>  Specifies the	symbolic name of the target texture.		  <STRONG>GL_TEXTURE_1D</STRONG>	and <STRONG>GL_TEXTURE_2D</STRONG> are accepted.	  <EM>pname</EM>	  Specifies the	symbolic name of a texture parameter.		  <STRONG>GL_TEXTURE_MAG_FILTER</STRONG>, <STRONG>GL_TEXTURE_MIN_FILTER</STRONG>,		  <STRONG>GL_TEXTURE_WRAP_S</STRONG>, <STRONG>GL_TEXTURE_WRAP_T</STRONG>,		  <STRONG>GL_TEXTURE_BORDER_COLOR</STRONG>, <STRONG>GL_TEXTURE_PRIORITY</STRONG>,	and		  <STRONG>GL_TEXTURE_RESIDENT</STRONG> are accepted.	  <EM>params</EM>  Returns the texture parameters.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>glGetTexParameter</STRONG> returns in <EM>params</EM> the value	or values of	  the texture parameter	specified as <EM>pname</EM>.  <EM>target</EM> defines	  the target texture, either <STRONG>GL_TEXTURE_1D</STRONG> or <STRONG>GL_TEXTURE_2D</STRONG>,	  to specify one- or two-dimensional texturing.	 <EM>pname</EM> accepts	  the same symbols as <STRONG>glTexParameter</STRONG>, with the same	  interpretations:	  <STRONG>GL_TEXTURE_MAG_FILTER</STRONG>		     Returns the single-valued					     texture magnification					     filter, a symbolic					     constant. The initial					     value is <STRONG>GL_LINEAR</STRONG>.	  <STRONG>GL_TEXTURE_MIN_FILTER</STRONG>		     Returns the single-valued					     texture minification					     filter, a symbolic					     constant. The initial					     value is					     <STRONG>GL_NEAREST_MIPMAP_LINEAR</STRONG>.	  <STRONG>GL_TEXTURE_WRAP_S</STRONG>		     Returns the single-valued					     wrapping function for					     texture coordinate	s, a					     symbolic constant.	The					     initial value is					     <STRONG>GL_REPEAT</STRONG>.	  <STRONG>GL_TEXTURE_WRAP_T</STRONG>		     Returns the single-valued					     wrapping function for					     texture coordinate	t, a					     symbolic constant.	The					     initial value is					     <STRONG>GL_REPEAT</STRONG>.	  <STRONG>GL_TEXTURE_BORDER_COLOR</STRONG>	     Returns four integer or					     floating-point numbers					     that comprise the RGBA					     color of the texture					     border.  Floating-point					     values are	returned in					     the range [0, 1].					     Integer values are					     returned as a linear					     mapping of	the internal					     floating-point					     representation such that					     1.0 maps to the most					     positive representable					     integer and -1.0 maps to					     the most negative					     representable integer.					     The initial value is (0,					     0,	0, 0).	  <STRONG>GL_TEXTURE_PRIORITY</STRONG>		     Returns the residence					     priority of the target					     texture (or the named					     texture bound to it). The					     initial value is 1. See					     <STRONG>glPrioritizeTextures</STRONG>.	  <STRONG>GL_TEXTURE_RESIDENT</STRONG>		     Returns the residence					     status of the target					     texture.  If the value					     returned in <EM>params</EM>	is					     <STRONG>GL_TRUE</STRONG>, the texture is					     resident in texture					     memory.  See					     <STRONG>glAreTexturesResident</STRONG>.     <STRONG>NOTES</STRONG>	  <STRONG>GL_TEXTURE_PRIORITY</STRONG> and <STRONG>GL_TEXTURE_RESIDENT</STRONG> are only	  available if the GL version is 1.1 or	greater.	  If an	error is generated, no change is made to the contents	  of <EM>params</EM>.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>target</EM> or <EM>pname</EM> is not an	  accepted value.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glGetTexParameter</STRONG> is	  executed between the execution of <STRONG>glBegin</STRONG> and	the	  corresponding	execution of <STRONG>glEnd</STRONG>.     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>glAreTexturesResident</STRONG>, <STRONG>glPrioritizeTextures</STRONG>, <STRONG>glTexParameter</STRONG></PRE></BODY></HTML>

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