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📄 edgeflagpointer.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>glEdgeFlagPointer</STRONG> - define an	array of edge flags     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>	  void <STRONG>glEdgeFlagPointer</STRONG>( GLsizei <EM>stride</EM>,				  const	GLvoid *<EM>pointer</EM>	)     <STRONG>PARAMETERS</STRONG>	  <EM>stride</EM>   Specifies the byte offset between consecutive edge		   flags.  If <EM>stride</EM> is	0 (the initial value), the		   edge	flags are understood to	be tightly packed in		   the array.	  <EM>pointer</EM>  Specifies a pointer to the first edge flag in the		   array.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>glEdgeFlagPointer</STRONG> specifies the location and data format of	  an array of boolean edge flags to use	when rendering.	<EM>stride</EM>	  specifies the	byte stride from one edge flag to the next	  allowing vertexes and	attributes to be packed	into a single	  array	or stored in separate arrays.  (Single-array storage	  may be more efficient	on some	implementations; see	  <STRONG>glInterleavedArrays</STRONG>.)	  When an edge flag array is specified,	<EM>stride</EM> and <EM>pointer</EM> are	  saved	as client-side state.	  To enable and	disable	the edge flag array, call	  <STRONG>glEnableClientState</STRONG> and	  <STRONG>glDisableClientState</STRONG> with the	argument <STRONG>GL_EDGE_FLAG_ARRAY</STRONG>.	  If enabled, the edge flag array is used when <STRONG>glDrawArrays</STRONG>,	  <STRONG>glDrawElements</STRONG>, or <STRONG>glArrayElement</STRONG> is called.	  Use <STRONG>glDrawArrays</STRONG> to construct	a sequence of primitives (all	  of the same type) from prespecified vertex and vertex	  attribute arrays.  Use <STRONG>glArrayElement</STRONG>	to specify primitives	  by indexing vertexes and vertex attributes and	  <STRONG>glDrawElements</STRONG> to construct a	sequence of primitives by	  indexing vertexes and	vertex attributes.     <STRONG>NOTES</STRONG>	  <STRONG>glEdgeFlagPointer</STRONG> is available only if the GL	version	is 1.1	  or greater.	  The edge flag	array is initially disabled and	it won't be	  accessed when	  <STRONG>glArrayElement</STRONG>, <STRONG>glDrawElements</STRONG> or <STRONG>glDrawArrays</STRONG> is called.	  Execution of <STRONG>glEdgeFlagPointer</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>glEdgeFlagPointer</STRONG> is typically implemented on	the client	  side.	  Edge flag 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>stride</EM> is negative.     <STRONG>ASSOCIATED</STRONG>	<STRONG>GETS</STRONG>	  <STRONG>glIsEnabled</STRONG> with argument <STRONG>GL_EDGE_FLAG_ARRAY</STRONG>	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_EDGE_FLAG_ARRAY_STRIDE</STRONG>	  <STRONG>glGetPointerv</STRONG>	with argument <STRONG>GL_EDGE_FLAG_ARRAY_POINTER</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>glArrayElement</STRONG>, <STRONG>glColorPointer</STRONG>, <STRONG>glDrawArrays</STRONG>,	  <STRONG>glDrawElements</STRONG>, <STRONG>glEnable</STRONG>, <STRONG>glGetPointerv</STRONG>, <STRONG>glIndexPointer</STRONG>,	  <STRONG>glNormalPointer</STRONG>, <STRONG>glPopClientAttrib</STRONG>,	  <STRONG>glPushClientAttrib</STRONG>, <STRONG>glTexCoordPointer</STRONG>, <STRONG>glVertexPointer</STRONG></PRE></BODY></HTML>

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