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				   lighting for	front- and back-facing				   polygons. The initial value is				   <STRONG>GL_FALSE</STRONG>. See <STRONG>glLightModel</STRONG>.	  <STRONG>GL_LINE_SMOOTH</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating whether				   antialiasing	of lines is enabled.				   The initial value is	<STRONG>GL_FALSE</STRONG>. See				   <STRONG>glLineWidth</STRONG>.	  <STRONG>GL_LINE_SMOOTH_HINT</STRONG>	   <EM>params</EM> returns one value, a				   symbolic constant indicating	the				   mode	of the line antialiasing hint.				   The initial value is	<STRONG>GL_DONT_CARE</STRONG>.				   See <STRONG>glHint</STRONG>.	  <STRONG>GL_LINE_STIPPLE</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating whether stippling				   of lines is enabled.	The initial				   value is <STRONG>GL_FALSE</STRONG>.  See				   <STRONG>glLineStipple</STRONG>.	  <STRONG>GL_LINE_STIPPLE_PATTERN</STRONG>  <EM>params</EM> returns one value, the 16-				   bit line stipple pattern. The				   initial value is all	1's. See				   <STRONG>glLineStipple</STRONG>.	  <STRONG>GL_LINE_STIPPLE_REPEAT</STRONG>   <EM>params</EM> returns one value, the line				   stipple repeat factor. The initial				   value is 1. See <STRONG>glLineStipple</STRONG>.	  <STRONG>GL_LINE_WIDTH</STRONG>		   <EM>params</EM> returns one value, the line				   width as specified with				   <STRONG>glLineWidth</STRONG>.	The initial value is				   1.	  <STRONG>GL_LINE_WIDTH_GRANULARITY</STRONG>				   <EM>params</EM> returns one value, the width				   difference between adjacent				   supported widths for	antialiased				   lines.  See <STRONG>glLineWidth</STRONG>.	  <STRONG>GL_LINE_WIDTH_RANGE</STRONG>	   <EM>params</EM> returns two values:  the				   smallest and	largest	supported				   widths for antialiased lines. See				   <STRONG>glLineWidth</STRONG>.	  <STRONG>GL_LIST_BASE</STRONG>		   <EM>params</EM> returns one value, the base				   offset added	to all names in	arrays				   presented to	<STRONG>glCallLists</STRONG>. The				   initial value is 0. See <STRONG>glListBase</STRONG>.	  <STRONG>GL_LIST_INDEX</STRONG>		   <EM>params</EM> returns one value, the name				   of the display list currently under				   construction.  0 is returned	if no				   display list	is currently under				   construction. The initial value is				   0.  See <STRONG>glNewList</STRONG>.	  <STRONG>GL_LIST_MODE</STRONG>		   <EM>params</EM> returns one value, a				   symbolic constant indicating	the				   construction	mode of	the display				   list	currently under	construction.				   The initial value is	0.  See				   <STRONG>glNewList</STRONG>.	  <STRONG>GL_LOGIC_OP_MODE</STRONG>	   <EM>params</EM> returns one value, a				   symbolic constant indicating	the				   selected logic operation mode. The				   initial value is <STRONG>GL_COPY</STRONG>. See				   <STRONG>glLogicOp</STRONG>.	  <STRONG>GL_MAP1_COLOR_4</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating whether 1D				   evaluation generates	colors.	The				   initial value is <STRONG>GL_FALSE</STRONG>.  See				   <STRONG>glMap1</STRONG>.	  <STRONG>GL_MAP1_GRID_DOMAIN</STRONG>	   <EM>params</EM> returns two values:  the				   endpoints of	the 1D map's grid				   domain. The initial value is	(0,				   1). See <STRONG>glMapGrid</STRONG>.	  <STRONG>GL_MAP1_GRID_SEGMENTS</STRONG>	   <EM>params</EM> returns one value, the				   number of partitions	in the 1D				   map's grid domain. The initial				   value is 1. See <STRONG>glMapGrid</STRONG>.	  <STRONG>GL_MAP1_INDEX</STRONG>		   <EM>params</EM> returns a single boolean				   value indicating whether 1D				   evaluation generates	color indices.				   The initial value is	<STRONG>GL_FALSE</STRONG>.  See				   <STRONG>glMap1</STRONG>.	  <STRONG>GL_MAP1_NORMAL</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating whether 1D				   evaluation generates	normals. The				   initial value is <STRONG>GL_FALSE</STRONG>.  See				   <STRONG>glMap1</STRONG>.	  <STRONG>GL_MAP1_TEXTURE_COORD_1</STRONG>  <EM>params</EM> returns a single boolean				   value indicating whether 1D				   evaluation generates	1D texture				   coordinates.	The initial value is				   <STRONG>GL_FALSE</STRONG>. See <STRONG>glMap1</STRONG>.	  <STRONG>GL_MAP1_TEXTURE_COORD_2</STRONG>  <EM>params</EM> returns a single boolean				   value indicating whether 1D				   evaluation generates	2D texture				   coordinates.	The initial value is				   <STRONG>GL_FALSE</STRONG>. See <STRONG>glMap1</STRONG>.	  <STRONG>GL_MAP1_TEXTURE_COORD_3</STRONG>  <EM>params</EM> returns a single boolean				   value indicating whether 1D				   evaluation generates	3D texture				   coordinates.	The initial value is				   <STRONG>GL_FALSE</STRONG>. See <STRONG>glMap1</STRONG>.	  <STRONG>GL_MAP1_TEXTURE_COORD_4</STRONG>  <EM>params</EM> returns a single boolean				   value indicating whether 1D				   evaluation generates	4D texture				   coordinates.	The initial value is				   <STRONG>GL_FALSE</STRONG>.  See <STRONG>glMap1</STRONG>.	  <STRONG>GL_MAP1_VERTEX_3</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating whether 1D				   evaluation generates	3D vertex				   coordinates.	The initial value is				   <STRONG>GL_FALSE</STRONG>. See <STRONG>glMap1</STRONG>.	  <STRONG>GL_MAP1_VERTEX_4</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating whether 1D				   evaluation generates	4D vertex				   coordinates.	The initial value is				   <STRONG>GL_FALSE</STRONG>. See <STRONG>glMap1</STRONG>.	  <STRONG>GL_MAP2_COLOR_4</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating whether 2D				   evaluation generates	colors.	The				   initial value is <STRONG>GL_FALSE</STRONG>.  See				   <STRONG>glMap2</STRONG>.	  <STRONG>GL_MAP2_GRID_DOMAIN</STRONG>	   <EM>params</EM> returns four values:	the				   endpoints of	the 2D map's i and j				   grid	domains. The initial value is				   (0,1; 0,1). See <STRONG>glMapGrid</STRONG>.	  <STRONG>GL_MAP2_GRID_SEGMENTS</STRONG>	   <EM>params</EM> returns two values:  the				   number of partitions	in the 2D				   map's i and j grid domains. The				   initial value is (1,1). See				   <STRONG>glMapGrid</STRONG>.	  <STRONG>GL_MAP2_INDEX</STRONG>		   <EM>params</EM> returns a single boolean				   value indicating whether 2D				   evaluation generates	color indices.				   The initial value is	<STRONG>GL_FALSE</STRONG>.  See				   <STRONG>glMap2</STRONG>.	  <STRONG>GL_MAP2_NORMAL</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating whether 2D				   evaluation generates	normals. The				   initial value is <STRONG>GL_FALSE</STRONG>.  See				   <STRONG>glMap2</STRONG>.	  <STRONG>GL_MAP2_TEXTURE_COORD_1</STRONG>  <EM>params</EM> returns a single boolean				   value indicating whether 2D				   evaluation generates	1D texture				   coordinates.	The initial value is				   <STRONG>GL_FALSE</STRONG>. See <STRONG>glMap2</STRONG>.	  <STRONG>GL_MAP2_TEXTURE_COORD_2</STRONG>  <EM>params</EM> returns a single boolean				   value indicating whether 2D				   evaluation generates	2D texture				   coordinates.	The initial value is				   <STRONG>GL_FALSE</STRONG>. See <STRONG>glMap2</STRONG>.	  <STRONG>GL_MAP2_TEXTURE_COORD_3</STRONG>  <EM>params</EM> returns a single boolean				   value indicating whether 2D				   evaluation generates	3D texture				   coordinates.	The initial value is				   <STRONG>GL_FALSE</STRONG>. See <STRONG>glMap2</STRONG>.	  <STRONG>GL_MAP2_TEXTURE_COORD_4</STRONG>  <EM>params</EM> returns a single boolean				   value indicating whether 2D				   evaluation generates	4D texture				   coordinates.	The initial value is				   <STRONG>GL_FALSE</STRONG>. See <STRONG>glMap2</STRONG>.	  <STRONG>GL_MAP2_VERTEX_3</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating whether 2D				   evaluation generates	3D vertex				   coordinates.	The initial value is				   <STRONG>GL_FALSE</STRONG>. See <STRONG>glMap2</STRONG>.	  <STRONG>GL_MAP2_VERTEX_4</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating whether 2D				   evaluation generates	4D vertex				   coordinates.	The initial value is				   <STRONG>GL_FALSE</STRONG>. See <STRONG>glMap2</STRONG>.	  <STRONG>GL_MAP_COLOR</STRONG>		   <EM>params</EM> returns a single boolean				   value indicating if colors and				   color indices are to	be replaced by				   table lookup	during pixel				   transfers. The initial value	is				   <STRONG>GL_FALSE</STRONG>. See <STRONG>glPixelTransfer</STRONG>.	  <STRONG>GL_MAP_STENCIL</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating if stencil indices				   are to be replaced by table lookup				   during pixel	transfers. The initial				   value is <STRONG>GL_FALSE</STRONG>. See				   <STRONG>glPixelTransfer</STRONG>.	  <STRONG>GL_MATRIX_MODE</STRONG>	   <EM>params</EM> returns one value, a				   symbolic constant indicating	which				   matrix stack	is currently the				   target of all matrix	operations.				   The initial value is	<STRONG>GL_MODELVIEW</STRONG>.				   See <STRONG>glMatrixMode</STRONG>.	  <STRONG>GL_MAX_CLIENT_ATTRIB_STACK_DEPTH</STRONG>				   <EM>params</EM> returns one value indicating				   the maximum supported depth of the				   client attribute stack.  See				   <STRONG>glPushClientAttrib</STRONG>.	  <STRONG>GL_MAX_ATTRIB_STACK_DEPTH</STRONG>				   <EM>params</EM> returns one value, the				   maximum supported depth of the				   attribute stack. The	value must be				   at least 16.	 See <STRONG>glPushAttrib</STRONG>.	  <STRONG>GL_MAX_CLIP_PLANES</STRONG>	   <EM>params</EM> returns one value, the				   maximum number of application-				   defined clipping planes. The	value				   must	be at least 6.	See				   <STRONG>glClipPlane</STRONG>.	  <STRONG>GL_MAX_EVAL_ORDER</STRONG>	   <EM>params</EM> returns one value, the				   maximum equation order supported by				   1D and 2D evaluators. The value				   must	be at least 8.	See <STRONG>glMap1</STRONG> and				   <STRONG>glMap2</STRONG>.	  <STRONG>GL_MAX_LIGHTS</STRONG>		   <EM>params</EM> returns one value, the				   maximum number of lights. The value				   must	be at least 8.	See <STRONG>glLight</STRONG>.	  <STRONG>GL_MAX_LIST_NESTING</STRONG>	   <EM>params</EM> returns one value, the				   maximum recursion depth allowed				   during display-list traversal. The				   value must be at least 64.  See				   <STRONG>glCallList</STRONG>.	  <STRONG>GL_MAX_MODELVIEW_STACK_DEPTH</STRONG>				   <EM>params</EM> returns one value, the				   maximum supported depth of the				   modelview matrix stack. The value				   must	be at least 32.	 See				   <STRONG>glPushMatrix</STRONG>.	  <STRONG>GL_MAX_NAME_STACK_DEPTH</STRONG>  <EM>params</EM> returns one value, the				   maximum supported depth of the				   selection name stack. The value				   must	be at least 64.	 See				   <STRONG>glPushName</STRONG>.	  <STRONG>GL_MAX_PIXEL_MAP_TABLE</STRONG>   <EM>params</EM> returns one value, the				   maximum supported size of a				   <STRONG>glPixelMap</STRONG> lookup table. The	value				   must	be at least 32.	 See				   <STRONG>glPixelMap</STRONG>.	  <STRONG>GL_MAX_PROJECTION_STACK_DEPTH</STRONG>				   <EM>params</EM> returns one value, the				   maximum supported depth of the				   projection matrix stack. The	value				   must	be at least 2.	See				   <STRONG>glPushMatrix</STRONG>.	  <STRONG>GL_MAX_TEXTURE_SIZE</STRONG>	   <EM>params</EM> returns one value.  The				   value gives a rough estimate	of the				   largest texture that	the GL can				   handle.  If the GL version is 1.1				   or greater, use <STRONG>GL_PROXY_TEXTURE_1D</STRONG>				   or <STRONG>GL_PROXY_TEXTURE_2D</STRONG> to determine				   if a	texture	is too large.  See				   <STRONG>glTexImage1D</STRONG>	and <STRONG>glTexImage2D</STRONG>.	  <STRONG>GL_MAX_TEXTURE_STACK_DEPTH</STRONG>				   <EM>params</EM> returns one value, the				   maximum supported depth of the				   texture matrix stack. The value				   must	be at least 2.	See				   <STRONG>glPushMatrix</STRONG>.	  <STRONG>GL_MAX_VIEWPORT_DIMS</STRONG>	   <EM>params</EM> returns two values:  the				   maximum supported width and height				   of the viewport.  These must	be at				   least as large as the visible				   dimensions of the display being				   rendered to.	 See <STRONG>glViewport</STRONG>.

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