⭐ 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

📄 xcopycontext.html

📁 计算机图形学~想必是很多人需要的~在此共享一下
💻 HTML
字号:
<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>glXCopyContext</STRONG> - copy	state from one rendering context to	  another     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>	  void <STRONG>glXCopyContext</STRONG>( Display *<EM>dpy</EM>,			       GLXContext <EM>src</EM>,			       GLXContext <EM>dst</EM>,			       unsigned	long <EM>mask</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>dpy</EM>	Specifies the connection to the	X server.	  <EM>src</EM>	Specifies the source context.	  <EM>dst</EM>	Specifies the destination context.	  <EM>mask</EM>	Specifies which	portions of <EM>src</EM>	state are to be	copied		to <EM>dst</EM>.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>glXCopyContext</STRONG> copies	selected groups	of state variables	  from <EM>src</EM> to <EM>dst</EM>.  <EM>mask</EM> indicates which groups	of state	  variables are	to be copied.  <EM>mask</EM> contains the bitwise OR of	  the same symbolic names that are passed to the GL command	  <STRONG>glPushAttrib</STRONG>.	 The single symbolic constant	  <STRONG>GL_ALL_ATTRIB_BITS</STRONG> can be used to copy the maximum possible	  portion of rendering state.	  The copy can be done only if the renderers named by <EM>src</EM> and	  <EM>dst</EM> share an address space.  Two rendering contexts share an	  address space	if both	are nondirect using the	same server,	  or if	both are direct	and owned by a single process.	Note	  that in the nondirect	case it	is not necessary for the	  calling threads to share an address space, only for their	  related rendering contexts to	share an address space.	  Not all values for GL	state can be copied.  For example,	  pixel	pack and unpack	state, render mode state, and select	  and feedback state are not copied.  The state	that can be	  copied is exactly the	state that is manipulated by the GL	  command	  <STRONG>glPushAttrib</STRONG>.	  An implicit <STRONG>glFlush</STRONG> is done by <STRONG>glXCopyContext</STRONG>	if <EM>src</EM> is the	  current context for the calling thread.     <STRONG>NOTES</STRONG>	  A <EM>process</EM> is a single	execution environment, implemented in	  a single address space, consisting of	one or more threads.	  A <EM>thread</EM> is one of a set of subprocesses that	share a	single	  address space, but maintain separate program counters, stack	  spaces, and other related global data.  A <EM>thread</EM> that	is the	  only member of its subprocess	group is equivalent to a	  <EM>process</EM>.     <STRONG>ERRORS</STRONG>	  <STRONG>BadMatch</STRONG> is generated	if rendering contexts <EM>src</EM> and <EM>dst</EM> do	  not share an address space or	were not created with respect	  to the same screen.	  <STRONG>BadAccess</STRONG> is generated if <EM>dst</EM>	is current to any thread	  (including the calling thread) at the	time <STRONG>glXCopyContext</STRONG> is	  called.	  <STRONG>GLXBadCurrentWindow</STRONG> is generated if <EM>src</EM> is the current	  context and the current drawable is a	window that is no	  longer valid.	  <STRONG>GLXBadContext</STRONG>	is generated if	either <EM>src</EM> or <EM>dst</EM> is not a	  valid	GLX context.     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>glPushAttrib</STRONG>,	<STRONG>glXCreateContext</STRONG>, <STRONG>glXIsDirect</STRONG></PRE></BODY></HTML>

⌨️ 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 + -