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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>glPushAttrib,</STRONG>	<STRONG>glPopAttrib</STRONG> - push and pop the server	  attribute stack     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>	  void <STRONG>glPushAttrib</STRONG>( GLbitfield	<EM>mask</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>mask</EM>	Specifies a mask that indicates	which attributes to		save. Values for <EM>mask</EM> are listed below.     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>	  void <STRONG>glPopAttrib</STRONG>( void )     <STRONG>DESCRIPTION</STRONG>	  <STRONG>glPushAttrib</STRONG> takes one argument, a mask that indicates which	  groups of state variables to save on the attribute stack.	  Symbolic constants are used to set bits in the mask.	<EM>mask</EM>	  is typically constructed by ORing several of these constants	  together.  The special mask <STRONG>GL_ALL_ATTRIB_BITS</STRONG> can be	used	  to save all stackable	states.	  The symbolic mask constants and their	associated GL state	  are as follows (the second column lists which	attributes are	  saved):	  <STRONG>GL_ACCUM_BUFFER_BIT</STRONG>	   Accumulation	buffer clear value	  <STRONG>GL_COLOR_BUFFER_BIT</STRONG>	   <STRONG>GL_ALPHA_TEST</STRONG> enable	bit				   Alpha test function and reference value				   <STRONG>GL_BLEND</STRONG> enable bit				   Blending source and destination functions				   Constant blend color				   Blending equation				   <STRONG>GL_DITHER</STRONG> enable bit				   <STRONG>GL_DRAW_BUFFER</STRONG> setting				   <STRONG>GL_COLOR_LOGIC_OP</STRONG> enable bit				   <STRONG>GL_INDEX_LOGIC_OP</STRONG> enable bit				   Logic op function				   Color mode and index	mode clear values				   Color mode and index	mode writemasks	  <STRONG>GL_CURRENT_BIT</STRONG>	   Current RGBA	color				   Current color index				   Current normal vector				   Current texture coordinates				   Current raster position				   <STRONG>GL_CURRENT_RASTER_POSITION_VALID</STRONG> flag				   RGBA	color associated with current raster position				   Color index associated with current raster position				   Texture coordinates associated with current raster position				   <STRONG>GL_EDGE_FLAG</STRONG>	flag	  <STRONG>GL_DEPTH_BUFFER_BIT</STRONG>	   <STRONG>GL_DEPTH_TEST</STRONG> enable	bit				   Depth buffer	test function				   Depth buffer	clear value				   <STRONG>GL_DEPTH_WRITEMASK</STRONG> enable bit	  <STRONG>GL_ENABLE_BIT</STRONG>		   <STRONG>GL_ALPHA_TEST</STRONG> flag				   <STRONG>GL_AUTO_NORMAL</STRONG> flag				   <STRONG>GL_BLEND</STRONG> flag				   Enable bits for the user-definable clipping planes				   <STRONG>GL_COLOR_MATERIAL</STRONG>				   <STRONG>GL_CULL_FACE</STRONG>	flag				   <STRONG>GL_DEPTH_TEST</STRONG> flag				   <STRONG>GL_DITHER</STRONG> flag				   <STRONG>GL_FOG</STRONG> flag				   <STRONG>GL_LIGHT</STRONG><EM>i</EM> where 0 &lt;=	<EM>i</EM>&lt;<STRONG>GL_MAX_LIGHTS</STRONG>				   <STRONG>GL_LIGHTING</STRONG> flag				   <STRONG>GL_LINE_SMOOTH</STRONG> flag				   <STRONG>GL_LINE_STIPPLE</STRONG> flag				   <STRONG>GL_COLOR_LOGIC_OP</STRONG> flag				   <STRONG>GL_INDEX_LOGIC_OP</STRONG> flag				   <STRONG>GL_MAP1_</STRONG><EM>x</EM> where <EM>x</EM> is	a map type				   <STRONG>GL_MAP2_</STRONG><EM>x</EM> where <EM>x</EM> is	a map type				   <STRONG>GL_NORMALIZE</STRONG>	flag				   <STRONG>GL_POINT_SMOOTH</STRONG> flag				   <STRONG>GL_POLYGON_OFFSET_LINE</STRONG> flag				   <STRONG>GL_POLYGON_OFFSET_FILL</STRONG> flag				   <STRONG>GL_POLYGON_OFFSET_POINT</STRONG> flag				   <STRONG>GL_POLYGON_SMOOTH</STRONG> flag				   <STRONG>GL_POLYGON_STIPPLE</STRONG> flag				   <STRONG>GL_SCISSOR_TEST</STRONG> flag				   <STRONG>GL_STENCIL_TEST</STRONG> flag				   <STRONG>GL_TEXTURE_1D</STRONG> flag				   <STRONG>GL_TEXTURE_2D</STRONG> flag				   Flags <STRONG>GL_TEXTURE_GEN_</STRONG><EM>x</EM> where	<EM>x</EM> is S,	T, R, or Q	  <STRONG>GL_EVAL_BIT</STRONG>		   <STRONG>GL_MAP1_</STRONG><EM>x</EM> enable bits, where	<EM>x</EM> is a map type				   <STRONG>GL_MAP2_</STRONG><EM>x</EM> enable bits, where	<EM>x</EM> is a map type				   1D grid endpoints and divisions				   2D grid endpoints and divisions				   <STRONG>GL_AUTO_NORMAL</STRONG> enable bit	  <STRONG>GL_FOG_BIT</STRONG>		   <STRONG>GL_FOG</STRONG> enable bit				   Fog color				   Fog density				   Linear fog start				   Linear fog end				   Fog index				   <STRONG>GL_FOG_MODE</STRONG> value	  <STRONG>GL_HINT_BIT</STRONG>		   <STRONG>GL_PERSPECTIVE_CORRECTION_HINT</STRONG> setting				   <STRONG>GL_POINT_SMOOTH_HINT</STRONG>	setting				   <STRONG>GL_LINE_SMOOTH_HINT</STRONG> setting				   <STRONG>GL_POLYGON_SMOOTH_HINT</STRONG> setting				   <STRONG>GL_FOG_HINT</STRONG> setting	  <STRONG>GL_LIGHTING_BIT</STRONG>	   <STRONG>GL_COLOR_MATERIAL</STRONG> enable bit				   <STRONG>GL_COLOR_MATERIAL_FACE</STRONG> value				   Color material parameters that are tracking the current color				   Ambient scene color				   <STRONG>GL_LIGHT_MODEL_LOCAL_VIEWER</STRONG> value				   <STRONG>GL_LIGHT_MODEL_TWO_SIDE</STRONG> setting				   <STRONG>GL_LIGHTING</STRONG> enable bit				   Enable bit for each light				   Ambient, diffuse, and specular intensity for	each light				   Direction, position,	exponent, and cutoff angle for each light				   Constant, linear, and quadratic attenuation factors for each	light				   Ambient, diffuse, specular, and emissive color for each material				   Ambient, diffuse, and specular color	indices	for each material				   Specular exponent for each material				   <STRONG>GL_SHADE_MODEL</STRONG> setting	  <STRONG>GL_LINE_BIT</STRONG>		   <STRONG>GL_LINE_SMOOTH</STRONG> flag				   <STRONG>GL_LINE_STIPPLE</STRONG> enable bit				   Line	stipple	pattern	and repeat counter				   Line	width	  <STRONG>GL_LIST_BIT</STRONG>		   <STRONG>GL_LIST_BASE</STRONG>	setting	  <STRONG>GL_PIXEL_MODE_BIT</STRONG>	   <STRONG>GL_RED_BIAS</STRONG> and <STRONG>GL_RED_SCALE</STRONG>	settings				   <STRONG>GL_GREEN_BIAS</STRONG> and <STRONG>GL_GREEN_SCALE</STRONG> values				   <STRONG>GL_BLUE_BIAS</STRONG>	and <STRONG>GL_BLUE_SCALE</STRONG>				   <STRONG>GL_ALPHA_BIAS</STRONG> and <STRONG>GL_ALPHA_SCALE</STRONG>				   <STRONG>GL_DEPTH_BIAS</STRONG> and <STRONG>GL_DEPTH_SCALE</STRONG>				   <STRONG>GL_INDEX_OFFSET</STRONG> and <STRONG>GL_INDEX_SHIFT</STRONG> values				   <STRONG>GL_MAP_COLOR</STRONG>	and <STRONG>GL_MAP_STENCIL</STRONG> flags				   <STRONG>GL_ZOOM_X</STRONG> and <STRONG>GL_ZOOM_Y</STRONG> factors				   <STRONG>GL_READ_BUFFER</STRONG> setting	  <STRONG>GL_POINT_BIT</STRONG>		   <STRONG>GL_POINT_SMOOTH</STRONG> flag				   Point size	  <STRONG>GL_POLYGON_BIT</STRONG>	   <STRONG>GL_CULL_FACE</STRONG>	enable bit				   <STRONG>GL_CULL_FACE_MODE</STRONG> value				   <STRONG>GL_FRONT_FACE</STRONG> indicator				   <STRONG>GL_POLYGON_MODE</STRONG> setting				   <STRONG>GL_POLYGON_SMOOTH</STRONG> flag				   <STRONG>GL_POLYGON_STIPPLE</STRONG> enable bit				   <STRONG>GL_POLYGON_OFFSET_FILL</STRONG> flag				   <STRONG>GL_POLYGON_OFFSET_LINE</STRONG> flag				   <STRONG>GL_POLYGON_OFFSET_POINT</STRONG> flag				   <STRONG>GL_POLYGON_OFFSET_FACTOR</STRONG>				   <STRONG>GL_POLYGON_OFFSET_UNITS</STRONG>	  <STRONG>GL_POLYGON_STIPPLE_BIT</STRONG>   Polygon stipple image	  <STRONG>GL_SCISSOR_BIT</STRONG>	   <STRONG>GL_SCISSOR_TEST</STRONG> flag				   Scissor box	  <STRONG>GL_STENCIL_BUFFER_BIT</STRONG>	   <STRONG>GL_STENCIL_TEST</STRONG> enable bit				   Stencil function and	reference value				   Stencil value mask				   Stencil fail, pass, and depth buffer	pass actions				   Stencil buffer clear	value				   Stencil buffer writemask	  <STRONG>GL_TEXTURE_BIT</STRONG>	   Enable bits for the four texture coordinates				   Border color	for each texture image				   Minification	function for each texture image				   Magnification function for each texture image				   Texture coordinates and wrap	mode for each texture image				   Color and mode for each texture environment				   Enable bits <STRONG>GL_TEXTURE_GEN_</STRONG><EM>x</EM>, <EM>x</EM> is S, T, R, and Q				   <STRONG>GL_TEXTURE_GEN_MODE</STRONG> setting for S, T, R, and	Q				   <STRONG>glTexGen</STRONG> plane equations for	S, T, R, and Q				   Current texture bindings (for example, <STRONG>GL_TEXTURE_2D_BINDING</STRONG>)	  <STRONG>GL_TRANSFORM_BIT</STRONG>	   Coefficients	of the six clipping planes				   Enable bits for the user-definable clipping planes				   <STRONG>GL_MATRIX_MODE</STRONG> value				   <STRONG>GL_NORMALIZE</STRONG>	flag	  <STRONG>GL_VIEWPORT_BIT</STRONG>	   Depth range (near and far)				   Viewport origin and extent	  <STRONG>glPopAttrib</STRONG> restores the values of the state variables saved	  with the last	  <STRONG>glPushAttrib</STRONG> command.	 Those not saved are left unchanged.	  It is	an error to push attributes onto a full	stack, or to	  pop attributes off an	empty stack.  In either	case, the	  error	flag is	set and	no other change	is made	to GL state.	  Initially, the attribute stack is empty.     <STRONG>NOTES</STRONG>	  Not all values for GL	state can be saved on the attribute	  stack.  For example, render mode state, and select and	  feedback state cannot	be saved.  Client state	must be	saved	  with <STRONG>glPushClientAttrib</STRONG>.	  The depth of the attribute stack depends on the	  implementation, but it must be at least 16.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_STACK_OVERFLOW</STRONG> is generated if <STRONG>glPushAttrib</STRONG> is called	  while	the attribute stack is full.	  <STRONG>GL_STACK_UNDERFLOW</STRONG> is	generated if <STRONG>glPopAttrib</STRONG> is called	  while	the attribute stack is empty.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glPushAttrib</STRONG> or	  <STRONG>glPopAttrib</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_ATTRIB_STACK_DEPTH</STRONG>	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_MAX_ATTRIB_STACK_DEPTH</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>glGet</STRONG>, <STRONG>glGetClipPlane</STRONG>, <STRONG>glGetError</STRONG>, <STRONG>glGetLight</STRONG>, <STRONG>glGetMap</STRONG>,	  <STRONG>glGetMaterial</STRONG>,	  <STRONG>glGetPixelMap</STRONG>, <STRONG>glGetPolygonStipple</STRONG>, <STRONG>glGetString</STRONG>,	  <STRONG>glGetTexEnv</STRONG>, <STRONG>glGetTexGen</STRONG>, <STRONG>glGetTexImage</STRONG>,	  <STRONG>glGetTexLevelParameter</STRONG>, <STRONG>glGetTexParameter</STRONG>, <STRONG>glIsEnabled</STRONG>,	  <STRONG>glPushClientAttrib</STRONG></PRE></BODY></HTML>

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