📄 get.html
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 + -