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📄 passthrough.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>glPassThrough</STRONG>	- place	a marker in the	feedback buffer     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>	  void <STRONG>glPassThrough</STRONG>( GLfloat <EM>token</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>token</EM>	 Specifies a marker value to be	placed in the feedback		 buffer	following a <STRONG>GL_PASS_THROUGH_TOKEN</STRONG>.     <STRONG>DESCRIPTION</STRONG>	  Feedback is a	GL render mode.	 The mode is selected by	  calling <STRONG>glRenderMode</STRONG> with <STRONG>GL_FEEDBACK</STRONG>.  When the GL is in	  feedback mode, no pixels are produced	by rasterization.	  Instead, information about primitives	that would have	been	  rasterized is	fed back to the	application using the GL.  See	  the <STRONG>glFeedbackBuffer</STRONG> reference page for a description	of the	  feedback buffer and the values in it.	  <STRONG>glPassThrough</STRONG>	inserts	a user-defined marker in the feedback	  buffer when it is executed in	feedback mode. <EM>token</EM> is	  returned as if it were a primitive; it is indicated with its	  own unique identifying value:	 <STRONG>GL_PASS_THROUGH_TOKEN</STRONG>.	 The	  order	of <STRONG>glPassThrough</STRONG> commands with respect to the	  specification	of graphics primitives is maintained.     <STRONG>NOTES</STRONG>	  <STRONG>glPassThrough</STRONG>	is ignored if the GL is	not in feedback	mode.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glPassThrough</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_RENDER_MODE</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>glFeedbackBuffer</STRONG>, <STRONG>glRenderMode</STRONG></PRE></BODY></HTML>

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