⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 get.html

📁 计算机图形学~想必是很多人需要的~在此共享一下
💻 HTML
📖 第 1 页 / 共 5 页
字号:
				   red,	green, blue, and alpha values				   of the current raster position.				   Integer values, if requested, are				   linearly mapped from	the internal				   floating-point representation such				   that	1.0 returns the	most positive				   representable integer value,	and				   -1.0	returns	the most negative				   representable integer value.	The				   initial value is (1,	1, 1, 1). See				   <STRONG>glRasterPos</STRONG>.	  <STRONG>GL_CURRENT_RASTER_DISTANCE</STRONG>				   <EM>params</EM> returns one value, the				   distance from the eye to the				   current raster position. The				   initial value is 0.	See				   <STRONG>glRasterPos</STRONG>.	  <STRONG>GL_CURRENT_RASTER_INDEX</STRONG>  <EM>params</EM> returns one value, the color				   index of the	current	raster				   position. The initial value is 1.				   See <STRONG>glRasterPos</STRONG>.	  <STRONG>GL_CURRENT_RASTER_POSITION</STRONG>				   <EM>params</EM> returns four values:	the <EM>x</EM>,				   <EM>y</EM>, <EM>z</EM>, and <EM>w</EM> components of the				   current raster position.  <EM>x</EM>,	<EM>y</EM>, and				   <EM>z</EM> are in window coordinates,	and <EM>w</EM>				   is in clip coordinates. The initial				   value is (0,	0, 0, 1). See				   <STRONG>glRasterPos</STRONG>.	  <STRONG>GL_CURRENT_RASTER_POSITION_VALID</STRONG>				   <EM>params</EM> returns a single boolean				   value indicating whether the				   current raster position is valid.				   The initial value is	<STRONG>GL_TRUE</STRONG>.  See				   <STRONG>glRasterPos</STRONG>.	  <STRONG>GL_CURRENT_RASTER_TEXTURE_COORDS</STRONG>				   <EM>params</EM> returns four values:	the <EM>s</EM>,				   <EM>t</EM>, <EM>r</EM>, and <EM>q</EM> current raster texture				   coordinates.	The initial value is				   (0, 0, 0, 1).  See <STRONG>glRasterPos</STRONG> and				   <STRONG>glTexCoord</STRONG>.	  <STRONG>GL_CURRENT_TEXTURE_COORDS</STRONG>				   <EM>params</EM> returns four values:	the <EM>s</EM>,				   <EM>t</EM>, <EM>r</EM>, and <EM>q</EM> current texture				   coordinates.	The initial value is				   (0, 0, 0, 1).  See <STRONG>glTexCoord</STRONG>.	  <STRONG>GL_DEPTH_BIAS</STRONG>		   <EM>params</EM> returns one value, the depth				   bias	factor used during pixel				   transfers. The initial value	is 0.				   See <STRONG>glPixelTransfer</STRONG>.	  <STRONG>GL_DEPTH_BITS</STRONG>		   <EM>params</EM> returns one value, the				   number of bitplanes in the depth				   buffer.	  <STRONG>GL_DEPTH_CLEAR_VALUE</STRONG>	   <EM>params</EM> returns one value, the value				   that	is used	to clear the depth				   buffer.  Integer values, if				   requested, are linearly mapped from				   the internal	floating-point				   representation such that 1.0				   returns the most positive				   representable integer value,	and				   -1.0	returns	the most negative				   representable integer value.	The				   initial value is 1. See				   <STRONG>glClearDepth</STRONG>.	  <STRONG>GL_DEPTH_FUNC</STRONG>		   <EM>params</EM> returns one value, the				   symbolic constant that indicates				   the depth comparison	function. The				   initial value is <STRONG>GL_LESS</STRONG>. See				   <STRONG>glDepthFunc</STRONG>.	  <STRONG>GL_DEPTH_RANGE</STRONG>	   <EM>params</EM> returns two values:  the				   near	and far	mapping	limits for the				   depth buffer.  Integer values, if				   requested, are linearly mapped from				   the internal	floating-point				   representation such that 1.0				   returns the most positive				   representable integer value,	and				   -1.0	returns	the most negative				   representable integer value.	The				   initial value is (0,	1).  See				   <STRONG>glDepthRange</STRONG>.	  <STRONG>GL_DEPTH_SCALE</STRONG>	   <EM>params</EM> returns one value, the depth				   scale factor	used during pixel				   transfers. The initial value	is 1.				   See <STRONG>glPixelTransfer</STRONG>.	  <STRONG>GL_DEPTH_TEST</STRONG>		   <EM>params</EM> returns a single boolean				   value indicating whether depth				   testing of fragments	is enabled.				   The initial value is	<STRONG>GL_FALSE</STRONG>. See				   <STRONG>glDepthFunc</STRONG> and <STRONG>glDepthRange</STRONG>.	  <STRONG>GL_DEPTH_WRITEMASK</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating if the depth				   buffer is enabled for writing. The				   initial value is <STRONG>GL_TRUE</STRONG>. See				   <STRONG>glDepthMask</STRONG>.	  <STRONG>GL_DITHER</STRONG>		   <EM>params</EM> returns a single boolean				   value indicating whether dithering				   of fragment colors and indices is				   enabled. The	initial	value is				   <STRONG>GL_TRUE</STRONG>.	  <STRONG>GL_DOUBLEBUFFER</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating whether double				   buffering is	supported.	  <STRONG>GL_DRAW_BUFFER</STRONG>	   <EM>params</EM> returns one value, a				   symbolic constant indicating	which				   buffers are being drawn to. See				   <STRONG>glDrawBuffer</STRONG>. The initial value is				   <STRONG>GL_BACK</STRONG> if there are	back buffers,				   otherwise it	is <STRONG>GL_FRONT</STRONG>.	  <STRONG>GL_EDGE_FLAG</STRONG>		   <EM>params</EM> returns a single boolean				   value indicating whether the				   current edge	flag is	<STRONG>GL_TRUE</STRONG>	or				   <STRONG>GL_FALSE</STRONG>. The initial value is				   <STRONG>GL_TRUE</STRONG>. See	<STRONG>glEdgeFlag</STRONG>.	  <STRONG>GL_EDGE_FLAG_ARRAY</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating whether the	edge				   flag	array is enabled. The initial				   value is <STRONG>GL_FALSE</STRONG>. See				   <STRONG>glEdgeFlagPointer</STRONG>.	  <STRONG>GL_EDGE_FLAG_ARRAY_STRIDE</STRONG>				   <EM>params</EM> returns one value, the byte				   offset between consecutive edge				   flags in the	edge flag array. The				   initial value is 0.	See				   <STRONG>glEdgeFlagPointer</STRONG>.	  <STRONG>GL_FOG</STRONG>		   <EM>params</EM> returns a single boolean				   value indicating whether fogging is				   enabled. The	initial	value is				   <STRONG>GL_FALSE</STRONG>. See <STRONG>glFog</STRONG>.	  <STRONG>GL_FOG_COLOR</STRONG>		   <EM>params</EM> returns four values:	the				   red,	green, blue, and alpha				   components of the fog color.				   Integer values, if requested, are				   linearly mapped from	the internal				   floating-point representation such				   that	1.0 returns the	most positive				   representable integer value,	and				   -1.0	returns	the most negative				   representable integer value.	The				   initial value is (0,	0, 0, 0). See				   <STRONG>glFog</STRONG>.	  <STRONG>GL_FOG_DENSITY</STRONG>	   <EM>params</EM> returns one value, the fog				   density parameter. The initial				   value is 1. See <STRONG>glFog</STRONG>.	  <STRONG>GL_FOG_END</STRONG>		   <EM>params</EM> returns one value, the end				   factor for the linear fog equation.				   The initial value is	1. See <STRONG>glFog</STRONG>.	  <STRONG>GL_FOG_HINT</STRONG>		   <EM>params</EM> returns one value, a				   symbolic constant indicating	the				   mode	of the fog hint. The initial				   value is <STRONG>GL_DONT_CARE</STRONG>.  See <STRONG>glHint</STRONG>.	  <STRONG>GL_FOG_INDEX</STRONG>		   <EM>params</EM> returns one value, the fog				   color index.	The initial value is				   0. See <STRONG>glFog</STRONG>.	  <STRONG>GL_FOG_MODE</STRONG>		   <EM>params</EM> returns one value, a				   symbolic constant indicating	which				   fog equation	is selected. The				   initial value is <STRONG>GL_EXP</STRONG>. See	<STRONG>glFog</STRONG>.	  <STRONG>GL_FOG_START</STRONG>		   <EM>params</EM> returns one value, the start				   factor for the linear fog equation.				   The initial value is	0. See <STRONG>glFog</STRONG>.	  <STRONG>GL_FRONT_FACE</STRONG>		   <EM>params</EM> returns one value, a				   symbolic constant indicating				   whether clockwise or				   counterclockwise polygon winding is				   treated as front-facing. The				   initial value is <STRONG>GL_CCW</STRONG>. See				   <STRONG>glFrontFace</STRONG>.	  <STRONG>GL_GREEN_BIAS</STRONG>		   <EM>params</EM> returns one value, the green				   bias	factor used during pixel				   transfers. The initial value	is 0.	  <STRONG>GL_GREEN_BITS</STRONG>		   <EM>params</EM> returns one value, the				   number of green bitplanes in	each				   color buffer.	  <STRONG>GL_GREEN_SCALE</STRONG>	   <EM>params</EM> returns one value, the green				   scale factor	used during pixel				   transfers. The initial value	is 1.				   See <STRONG>glPixelTransfer</STRONG>.	  <STRONG>GL_INDEX_ARRAY</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating whether the	color				   index array is enabled. The initial				   value is <STRONG>GL_FALSE</STRONG>. See				   <STRONG>glIndexPointer</STRONG>.	  <STRONG>GL_INDEX_ARRAY_STRIDE</STRONG>	   <EM>params</EM> returns one value, the byte				   offset between consecutive color				   indexes in the color	index array.				   The initial value is	0. See				   <STRONG>glIndexPointer</STRONG>.	  <STRONG>GL_INDEX_ARRAY_TYPE</STRONG>	   <EM>params</EM> returns one value, the data				   type	of indexes in the color	index				   array. The initial value is				   <STRONG>GL_FLOAT</STRONG>. See <STRONG>glIndexPointer</STRONG>.	  <STRONG>GL_INDEX_BITS</STRONG>		   <EM>params</EM> returns one value, the				   number of bitplanes in each color				   index buffer.	  <STRONG>GL_INDEX_CLEAR_VALUE</STRONG>	   <EM>params</EM> returns one value, the color				   index used to clear the color index				   buffers. The	initial	value is 0.				   See <STRONG>glClearIndex</STRONG>.	  <STRONG>GL_INDEX_LOGIC_OP</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating whether a				   fragment's index values are merged				   into	the framebuffer	using a				   logical operation. The initial				   value is <STRONG>GL_FALSE</STRONG>. See <STRONG>glLogicOp</STRONG>.	  <STRONG>GL_INDEX_MODE</STRONG>		   <EM>params</EM> returns a single boolean				   value indicating whether the	GL is				   in color index mode (<STRONG>GL_TRUE</STRONG>) or				   RGBA	mode (<STRONG>GL_FALSE</STRONG>).	  <STRONG>GL_INDEX_OFFSET</STRONG>	   <EM>params</EM> returns one value, the				   offset added	to color and stencil				   indices during pixel	transfers. The				   initial value is 0. See				   <STRONG>glPixelTransfer</STRONG>.	  <STRONG>GL_INDEX_SHIFT</STRONG>	   <EM>params</EM> returns one value, the				   amount that color and stencil				   indices are shifted during pixel				   transfers. The initial value	is 0.				   See <STRONG>glPixelTransfer</STRONG>.	  <STRONG>GL_INDEX_WRITEMASK</STRONG>	   <EM>params</EM> returns one value, a mask				   indicating which bitplanes of each				   color index buffer can be written.				   The initial value is	all 1's. See				   <STRONG>glIndexMask</STRONG>.	  <STRONG>GL_LIGHT</STRONG><EM>i</EM>		   <EM>params</EM> returns a single boolean				   value indicating whether the				   specified light is enabled. The				   initial value is <STRONG>GL_FALSE</STRONG>. See				   <STRONG>glLight</STRONG> and <STRONG>glLightModel</STRONG>.	  <STRONG>GL_LIGHTING</STRONG>		   <EM>params</EM> returns a single boolean				   value indicating whether lighting				   is enabled. The initial value is				   <STRONG>GL_FALSE</STRONG>. See <STRONG>glLightModel</STRONG>.	  <STRONG>GL_LIGHT_MODEL_AMBIENT</STRONG>   <EM>params</EM> returns four values:	the				   red,	green, blue, and alpha				   components of the ambient intensity				   of the entire scene.	 Integer				   values, if requested, are linearly				   mapped from the internal floating-				   point representation	such that 1.0				   returns the most positive				   representable integer value,	and				   -1.0	returns	the most negative				   representable integer value.	The				   initial value is (0.2, 0.2, 0.2,				   1.0). See <STRONG>glLightModel</STRONG>.	  <STRONG>GL_LIGHT_MODEL_LOCAL_VIEWER</STRONG>				   <EM>params</EM> returns a single boolean				   value indicating whether specular				   reflection calculations treat the				   viewer as being local to the	scene.				   The initial value is	<STRONG>GL_FALSE</STRONG>. See				   <STRONG>glLightModel</STRONG>.	  <STRONG>GL_LIGHT_MODEL_TWO_SIDE</STRONG>  <EM>params</EM> returns a single boolean				   value indicating whether separate				   materials are used to compute

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -