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📁 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>glClipPlane</STRONG> -	specify	a plane	against	which all geometry is	  clipped     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>	  void <STRONG>glClipPlane</STRONG>( GLenum <EM>plane</EM>,			    const GLdouble *<EM>equation</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>plane</EM>	    Specifies which clipping plane is being		    positioned.	 Symbolic names	of the form		    <STRONG>GL_CLIP_PLANE</STRONG><EM>i</EM>, where <EM>i</EM> is an integer between 0		    and	<STRONG>GL_MAX_CLIP_PLANES</STRONG> -1, are accepted.	  <EM>equation</EM>  Specifies the address of an	array of four double-		    precision floating-point values.  These values are		    interpreted	as a plane equation.     <STRONG>DESCRIPTION</STRONG>	  Geometry is always clipped against the boundaries of a six-	  plane	frustum	in <EM>x</EM>, <EM>y</EM>, and <EM>z</EM>.	<STRONG>glClipPlane</STRONG> allows the	  specification	of additional planes, not necessarily	  perpendicular	to the <EM>x</EM>, <EM>y</EM>, or	<EM>z</EM> axis,	against	which all	  geometry is clipped.	To determine the maximum number	of	  additional clipping planes, call <STRONG>glGetIntegerv</STRONG> with argument	  <STRONG>GL_MAX_CLIP_PLANES</STRONG>. All implementations support at least six	  such clipping	planes.	Because	the resulting clipping region	  is the intersection of the defined half-spaces, it is	always	  convex.	  <STRONG>glClipPlane</STRONG> specifies	a half-space using a four-component	  plane	equation.  When	<STRONG>glClipPlane</STRONG> is called, <EM>equation</EM>	is	  transformed by the inverse of	the modelview matrix and	  stored in the	resulting eye coordinates.  Subsequent changes	  to the modelview matrix have no effect on the	stored plane-	  equation components.	If the dot product of the eye	  coordinates of a vertex with the stored plane	equation	  components is	positive or zero, the vertex is	<EM>in</EM> with	  respect to that clipping plane.  Otherwise, it is <EM>out</EM>.	  To enable and	disable	clipping planes, call <STRONG>glEnable</STRONG> and	  <STRONG>glDisable</STRONG> with the argument <STRONG>GL_CLIP_PLANE</STRONG><EM>i</EM>, where <EM>i</EM> is the	  plane	number.	  All clipping planes are initially defined as (0, 0, 0, 0) in	  eye coordinates and are disabled.     <STRONG>NOTES</STRONG>	  It is	always the case	that <STRONG>GL_CLIP_PLANE</STRONG>i = <STRONG>GL_CLIP_PLANE0</STRONG> +	  i.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>plane</EM>	is not an accepted	  value.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glClipPlane</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>glGetClipPlane</STRONG>	  <STRONG>glIsEnabled</STRONG> with argument <STRONG>GL_CLIP_PLANE</STRONG><EM>i</EM>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>glEnable</STRONG></PRE></BODY></HTML>

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