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	  <STRONG>GL_STENCIL_FUNC</STRONG>	   <EM>params</EM> returns one value, a				   symbolic constant indicating	what				   function is used to compare the				   stencil reference value with	the				   stencil buffer value. The initial				   value is <STRONG>GL_ALWAYS</STRONG>. See				   <STRONG>glStencilFunc</STRONG>.	  <STRONG>GL_STENCIL_PASS_DEPTH_FAIL</STRONG>				   <EM>params</EM> returns one value, a				   symbolic constant indicating	what				   action is taken when	the stencil				   test	passes,	but the	depth test				   fails. The initial value is				   <STRONG>GL_KEEP</STRONG>. See	<STRONG>glStencilOp</STRONG>.	  <STRONG>GL_STENCIL_PASS_DEPTH_PASS</STRONG>				   <EM>params</EM> returns one value, a				   symbolic constant indicating	what				   action is taken when	the stencil				   test	passes and the depth test				   passes. The initial value is				   <STRONG>GL_KEEP</STRONG>. See	<STRONG>glStencilOp</STRONG>.	  <STRONG>GL_STENCIL_REF</STRONG>	   <EM>params</EM> returns one value, the				   reference value that	is compared				   with	the contents of	the stencil				   buffer. The initial value is	0. See				   <STRONG>glStencilFunc</STRONG>.	  <STRONG>GL_STENCIL_TEST</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating whether stencil				   testing of fragments	is enabled.				   The initial value is	<STRONG>GL_FALSE</STRONG>.  See				   <STRONG>glStencilFunc</STRONG> and <STRONG>glStencilOp</STRONG>.	  <STRONG>GL_STENCIL_VALUE_MASK</STRONG>	   <EM>params</EM> returns one value, the mask				   that	is used	to mask	both the				   stencil reference value and the				   stencil buffer value	before they				   are compared. The initial value is				   all 1's.  See <STRONG>glStencilFunc</STRONG>.	  <STRONG>GL_STENCIL_WRITEMASK</STRONG>	   <EM>params</EM> returns one value, the mask				   that	controls writing of the				   stencil bitplanes. The initial				   value is all	1's. See				   <STRONG>glStencilMask</STRONG>.	  <STRONG>GL_STEREO</STRONG>		   <EM>params</EM> returns a single boolean				   value indicating whether stereo				   buffers (left and right) are				   supported.	  <STRONG>GL_SUBPIXEL_BITS</STRONG>	   <EM>params</EM> returns one value, an				   estimate of the number of bits of				   subpixel resolution that are	used				   to position rasterized geometry in				   window coordinates. The initial				   value is 4.	  <STRONG>GL_TEXTURE_1D</STRONG>		   <EM>params</EM> returns a single boolean				   value indicating whether 1D texture				   mapping is enabled. The initial				   value is <STRONG>GL_FALSE</STRONG>.  See				   <STRONG>glTexImage1D</STRONG>.	  <STRONG>GL_TEXTURE_1D_BINDING</STRONG>	   <EM>params</EM> returns a single value, the				   name	of the texture currently bound				   to the target <STRONG>GL_TEXTURE_1D</STRONG>.	The				   initial value is 0.	See				   <STRONG>glBindTexture</STRONG>.	  <STRONG>GL_TEXTURE_2D</STRONG>		   <EM>params</EM> returns a single boolean				   value indicating whether 2D texture				   mapping is enabled. The initial				   value is <STRONG>GL_FALSE</STRONG>.  See				   <STRONG>glTexImage2D</STRONG>.	  <STRONG>GL_TEXTURE_2D_BINDING</STRONG>	   <EM>params</EM> returns a single value, the				   name	of the texture currently bound				   to the target <STRONG>GL_TEXTURE_2D</STRONG>.	The				   initial value is 0.	See				   <STRONG>glBindTexture</STRONG>.	  <STRONG>GL_TEXTURE_COORD_ARRAY</STRONG>   <EM>params</EM> returns a single boolean				   value indicating whether the				   texture coordinate array is				   enabled. The	initial	value is				   <STRONG>GL_FALSE</STRONG>. See <STRONG>glTexCoordPointer</STRONG>.	  <STRONG>GL_TEXTURE_COORD_ARRAY_SIZE</STRONG>				   <EM>params</EM> returns one value, the				   number of coordinates per element				   in the texture coordinate array.				   The initial value is	4. See				   <STRONG>glTexCoordPointer</STRONG>.	  <STRONG>GL_TEXTURE_COORD_ARRAY_STRIDE</STRONG>				   <EM>params</EM> returns one value, the byte				   offset between consecutive elements				   in the texture coordinate array.				   The initial value is	0. See				   <STRONG>glTexCoordPointer</STRONG>.	  <STRONG>GL_TEXTURE_COORD_ARRAY_TYPE</STRONG>				   <EM>params</EM> returns one value, the data				   type	of the coordinates in the				   texture coordinate array. The				   initial value is <STRONG>GL_FLOAT</STRONG>. See				   <STRONG>glTexCoordPointer</STRONG>.	  <STRONG>GL_TEXTURE_GEN_Q</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating whether automatic				   generation of the <EM>q</EM> texture				   coordinate is enabled. The initial				   value is <STRONG>GL_FALSE</STRONG>. See <STRONG>glTexGen</STRONG>.	  <STRONG>GL_TEXTURE_GEN_R</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating whether automatic				   generation of the <EM>r</EM> texture				   coordinate is enabled. The initial				   value is <STRONG>GL_FALSE</STRONG>. See <STRONG>glTexGen</STRONG>.	  <STRONG>GL_TEXTURE_GEN_S</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating whether automatic				   generation of the <EM>S</EM> texture				   coordinate is enabled. The initial				   value is <STRONG>GL_FALSE</STRONG>. See <STRONG>glTexGen</STRONG>.	  <STRONG>GL_TEXTURE_GEN_T</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating whether automatic				   generation of the T texture				   coordinate is enabled. The initial				   value is <STRONG>GL_FALSE</STRONG>. See <STRONG>glTexGen</STRONG>.	  <STRONG>GL_TEXTURE_MATRIX</STRONG>	   <EM>params</EM> returns sixteen values:  the				   texture matrix on the top of	the				   texture matrix stack. Initially				   this	matrix is the identity matrix.				   See <STRONG>glPushMatrix</STRONG>.	  <STRONG>GL_TEXTURE_STACK_DEPTH</STRONG>   <EM>params</EM> returns one value, the				   number of matrices on the texture				   matrix stack.  The initial value is				   1.  See <STRONG>glPushMatrix</STRONG>.	  <STRONG>GL_UNPACK_ALIGNMENT</STRONG>	   <EM>params</EM> returns one value, the byte				   alignment used for reading pixel				   data	from memory. The initial value				   is 4. See <STRONG>glPixelStore</STRONG>.	  <STRONG>GL_UNPACK_LSB_FIRST</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating whether single-bit				   pixels being	read from memory are				   read	first from the least				   significant bit of each unsigned				   byte. The initial value is				   <STRONG>GL_FALSE</STRONG>. See <STRONG>glPixelStore</STRONG>.	  <STRONG>GL_UNPACK_ROW_LENGTH</STRONG>	   <EM>params</EM> returns one value, the row				   length used for reading pixel data				   from	memory.	The initial value is				   0. See <STRONG>glPixelStore</STRONG>.	  <STRONG>GL_UNPACK_SKIP_PIXELS</STRONG>	   <EM>params</EM> returns one value, the				   number of pixel locations skipped				   before the first pixel is read from				   memory. The initial value is	0. See				   <STRONG>glPixelStore</STRONG>.	  <STRONG>GL_UNPACK_SKIP_ROWS</STRONG>	   <EM>params</EM> returns one value, the				   number of rows of pixel locations				   skipped before the first pixel is				   read	from memory. The initial value				   is 0. See <STRONG>glPixelStore</STRONG>.	  <STRONG>GL_UNPACK_SWAP_BYTES</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating whether the	bytes				   of two-byte and four-byte pixel				   indices and components are swapped				   after being read from memory. The				   initial value is <STRONG>GL_FALSE</STRONG>. See				   <STRONG>glPixelStore</STRONG>.	  <STRONG>GL_VERTEX_ARRAY</STRONG>	   <EM>params</EM> returns a single boolean				   value indicating whether the	vertex				   array is enabled. The initial value				   is <STRONG>GL_FALSE</STRONG>.	 See <STRONG>glVertexPointer</STRONG>.	  <STRONG>GL_VERTEX_ARRAY_SIZE</STRONG>	   <EM>params</EM> returns one value, the				   number of coordinates per vertex in				   the vertex array. The initial value				   is 4.  See <STRONG>glVertexPointer</STRONG>.	  <STRONG>GL_VERTEX_ARRAY_STRIDE</STRONG>   <EM>params</EM> returns one value, the byte				   offset between consecutive vertexes				   in the vertex array.	The initial				   value is 0. See <STRONG>glVertexPointer</STRONG>.	  <STRONG>GL_VERTEX_ARRAY_TYPE</STRONG>	   <EM>params</EM> returns one value, the data				   type	of each	coordinate in the				   vertex array. The initial value is				   <STRONG>GL_FLOAT</STRONG>. See <STRONG>glVertexPointer</STRONG>.	  <STRONG>GL_VIEWPORT</STRONG>		   <EM>params</EM> returns four values:	the x				   and y window	coordinates of the				   viewport, followed by its width and				   height. Initially the x and y				   window coordinates are both set to				   0, and the width and	height are set				   to the width	and height of the				   window into which the GL will do				   its rendering.  See <STRONG>glViewport</STRONG>.	  <STRONG>GL_ZOOM_X</STRONG>		   <EM>params</EM> returns one value, the x				   pixel zoom factor. The initial				   value is 1. See <STRONG>glPixelZoom</STRONG>.	  <STRONG>GL_ZOOM_Y</STRONG>		   <EM>params</EM> returns one value, the y				   pixel zoom factor. The initial				   value is 1.	See <STRONG>glPixelZoom</STRONG>.	  Many of the boolean parameters can also be queried more	  easily using <STRONG>glIsEnabled</STRONG>.     <STRONG>NOTES</STRONG>	  <STRONG>GL_COLOR_LOGIC_OP</STRONG>, <STRONG>GL_COLOR_ARRAY</STRONG>, <STRONG>GL_COLOR_ARRAY_SIZE</STRONG>,	  <STRONG>GL_COLOR_ARRAY_STRIDE</STRONG>, <STRONG>GL_COLOR_ARRAY_TYPE</STRONG>,	  <STRONG>GL_EDGE_FLAG_ARRAY</STRONG>, <STRONG>GL_EDGE_FLAG_ARRAY_STRIDE</STRONG>,	  <STRONG>GL_INDEX_ARRAY</STRONG>, <STRONG>GL_INDEX_ARRAY_STRIDE</STRONG>, <STRONG>GL_INDEX_ARRAY_TYPE</STRONG>,	  <STRONG>GL_INDEX_LOGIC_OP</STRONG>, <STRONG>GL_NORMAL_ARRAY</STRONG>, <STRONG>GL_NORMAL_ARRAY_STRIDE</STRONG>,	  <STRONG>GL_NORMAL_ARRAY_TYPE</STRONG>,	<STRONG>GL_POLYGON_OFFSET_UNITS</STRONG>,	  <STRONG>GL_POLYGON_OFFSET_FACTOR</STRONG>, <STRONG>GL_POLYGON_OFFSET_FILL</STRONG>,	  <STRONG>GL_POLYGON_OFFSET_LINE</STRONG>, <STRONG>GL_POLYGON_OFFSET_POINT</STRONG>,	  <STRONG>GL_TEXTURE_COORD_ARRAY</STRONG>, <STRONG>GL_TEXTURE_COORD_ARRAY_SIZE</STRONG>,	  <STRONG>GL_TEXTURE_COORD_ARRAY_STRIDE</STRONG>, <STRONG>GL_TEXTURE_COORD_ARRAY_TYPE</STRONG>,	  <STRONG>GL_VERTEX_ARRAY</STRONG>, <STRONG>GL_VERTEX_ARRAY_SIZE</STRONG>,	  <STRONG>GL_VERTEX_ARRAY_STRIDE</STRONG>, and <STRONG>GL_VERTEX_ARRAY_TYPE</STRONG> are	  available only if the	GL version is 1.1 or greater.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>pname</EM>	is not an accepted	  value.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glGet</STRONG> is	executed	  between the execution	of <STRONG>glBegin</STRONG> and the corresponding	  execution of <STRONG>glEnd</STRONG>.     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>glGetClipPlane</STRONG>, <STRONG>glGetError</STRONG>, <STRONG>glGetLight</STRONG>, <STRONG>glGetMap</STRONG>,	  <STRONG>glGetMaterial</STRONG>, <STRONG>glGetPixelMap</STRONG>,	<STRONG>glGetPointerv</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></PRE></BODY></HTML>

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