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📄 colorpointer.html

📁 计算机图形学~想必是很多人需要的~在此共享一下
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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>glColorPointer</STRONG> - define an array of colors     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>	  void <STRONG>glColorPointer</STRONG>( GLint <EM>size</EM>,			       GLenum <EM>type</EM>,			       GLsizei <EM>stride</EM>,			       const GLvoid *<EM>pointer</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>size</EM>	   Specifies the number	of components per color. Must		   be 3	or 4.	  <EM>type</EM>	   Specifies the data type of each color component in		   the array.  Symbolic	constants <STRONG>GL_BYTE</STRONG>,		   <STRONG>GL_UNSIGNED_BYTE</STRONG>, <STRONG>GL_SHORT</STRONG>, <STRONG>GL_UNSIGNED_SHORT</STRONG>,		   <STRONG>GL_INT</STRONG>, <STRONG>GL_UNSIGNED_INT</STRONG>, <STRONG>GL_FLOAT</STRONG>, and <STRONG>GL_DOUBLE</STRONG>		   are accepted.	  <EM>stride</EM>   Specifies the byte offset between consecutive		   colors.  If <EM>stride</EM> is 0, (the initial value), the		   colors are understood to be tightly packed in the		   array.	  <EM>pointer</EM>  Specifies a pointer to the first component of the		   first color element in the array.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>glColorPointer</STRONG> specifies the location	and data format	of an	  array	of color components to use when	rendering.  <EM>size</EM>	  specifies the	number of components per color,	and must be 3	  or 4.	 <EM>type</EM> specifies	the data type of each color component,	  and <EM>stride</EM> specifies the byte	stride from one	color to the	  next allowing	vertexes and attributes	to be packed into a	  single array or stored in separate arrays.  (Single-array	  storage may be more efficient	on some	implementations; see	  <STRONG>glInterleavedArrays</STRONG>.)	  When a color array is	specified, <EM>size</EM>, <EM>type</EM>, <EM>stride</EM>, and	  <EM>pointer</EM> are saved as client-side state.	  To enable and	disable	the color array, call	  <STRONG>glEnableClientState</STRONG> and	  <STRONG>glDisableClientState</STRONG> with the	argument <STRONG>GL_COLOR_ARRAY</STRONG>. If	  enabled, the color array is used when	<STRONG>glDrawArrays</STRONG>,	  <STRONG>glDrawElements</STRONG>, or <STRONG>glArrayElement</STRONG> is called.     <STRONG>NOTES</STRONG>	  <STRONG>glColorPointer</STRONG> is available only if the GL version is	1.1 or	  greater.	  The color array is initially disabled	and isn't accessed	  when <STRONG>glArrayElement</STRONG>, <STRONG>glDrawArrays</STRONG>, or	<STRONG>glDrawElements</STRONG> is	  called.	  Execution of <STRONG>glColorPointer</STRONG> is not allowed between the	  execution of <STRONG>glBegin</STRONG> and the corresponding execution of	  <STRONG>glEnd</STRONG>, but an	error may or may not be	generated. If no error	  is generated,	the operation is undefined.	  <STRONG>glColorPointer</STRONG> is typically implemented on the client	side.	  Color	array parameters are client-side state and are	  therefore not	saved or restored by <STRONG>glPushAttrib</STRONG> and	  <STRONG>glPopAttrib</STRONG>.	Use <STRONG>glPushClientAttrib</STRONG> and <STRONG>glPopClientAttrib</STRONG>	  instead.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if <EM>size</EM>	is not 3 or 4.	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>type</EM> is not an accepted	  value.	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if <EM>stride</EM> is negative.     <STRONG>ASSOCIATED</STRONG>	<STRONG>GETS</STRONG>	  <STRONG>glIsEnabled</STRONG> with argument <STRONG>GL_COLOR_ARRAY</STRONG>	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_COLOR_ARRAY_SIZE</STRONG>	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_COLOR_ARRAY_TYPE</STRONG>	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_COLOR_ARRAY_STRIDE</STRONG>	  <STRONG>glGetPointerv</STRONG>	with argument <STRONG>GL_COLOR_ARRAY_POINTER</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>glArrayElement</STRONG>, <STRONG>glDrawArrays</STRONG>,	<STRONG>glDrawElements</STRONG>,	  <STRONG>glEdgeFlagPointer</STRONG>,	  <STRONG>glEnable</STRONG>, <STRONG>glGetPointerv</STRONG>, <STRONG>glIndexPointer</STRONG>,	  <STRONG>glInterleavedArrays</STRONG>, <STRONG>glNormalPointer</STRONG>,	<STRONG>glPopClientAttrib</STRONG>,	  <STRONG>glPushClientAttrib</STRONG>, <STRONG>glTexCoordPointer</STRONG>, <STRONG>glVertexPointer</STRONG></PRE></BODY></HTML>

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