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📄 xmakecurrent.html

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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>glXMakeCurrent</STRONG> - attach a GLX	context	to a window or a GLX	  pixmap     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>	  Bool <STRONG>glXMakeCurrent</STRONG>( Display *<EM>dpy</EM>,			       GLXDrawable <EM>drawable</EM>,			       GLXContext <EM>ctx</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>dpy</EM>	    Specifies the connection to	the X server.	  <EM>drawable</EM>  Specifies a	GLX drawable.  Must be either an X		    window ID or a GLX pixmap ID.	  <EM>ctx</EM>	    Specifies a	GLX rendering context that is to be		    attached to	<EM>drawable</EM>.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>glXMakeCurrent</STRONG> does two things:  It makes <EM>ctx</EM>	the current	  GLX rendering	context	of the calling thread, replacing the	  previously current context if	there was one, and it attaches	  <EM>ctx</EM> to a GLX drawable, either	a window or a GLX pixmap.  As	  a result of these two	actions, subsequent GL rendering calls	  use rendering	context	<EM>ctx</EM> to modify GLX drawable <EM>drawable</EM>.	  Because <STRONG>glXMakeCurrent</STRONG> always	replaces the current rendering	  context with <EM>ctx</EM>, there can be only one current context per	  thread.	  Pending commands to the previous context, if any, are	  flushed before it is released.	  The first time <EM>ctx</EM> is	made current to	any thread, its	  viewport is set to the full size of <EM>drawable</EM>.	 Subsequent	  calls	by any thread to <STRONG>glXMakeCurrent</STRONG>	with <EM>ctx</EM> have no	  effect on its	viewport.	  To release the current context without assigning a new one,	  call <STRONG>glXMakeCurrent</STRONG> with <EM>drawable</EM> set	<STRONG>None</STRONG> and <EM>ctx</EM> set to	  <STRONG>NULL</STRONG>	  <STRONG>glXMakeCurrent</STRONG> returns <STRONG>True</STRONG> if it is successful, <STRONG>False</STRONG>	  otherwise.  If <STRONG>False</STRONG> is returned, the	previously current	  rendering context and	drawable (if any) remain unchanged.     <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 <EM>drawable</EM> was	not created with the	  same X screen	and visual as <EM>ctx</EM>.  It is also generated if	  <EM>drawable</EM> is <STRONG>None</STRONG> and <EM>ctx</EM> is not <STRONG>NULL</STRONG>.	  <STRONG>BadAccess</STRONG> is generated if <EM>ctx</EM>	was current to another thread	  at the time <STRONG>glXMakeCurrent</STRONG> was called.	  <STRONG>GLXBadDrawable</STRONG> is generated if <EM>drawable</EM> is not a valid GLX	  drawable.	  <STRONG>GLXBadContext</STRONG>	is generated if	<EM>ctx</EM> is not a valid GLX	  context.	  <STRONG>GLXBadContextState</STRONG> is	generated if <STRONG>glXMakeCurrent</STRONG> is	  executed between the execution of <STRONG>glBegin</STRONG> and	the	  corresponding	execution of <STRONG>glEnd</STRONG>.	  <STRONG>GLXBadContextState</STRONG> is	also generated if the rendering	  context current to the calling thread	has GL renderer	state	  <STRONG>GL_FEEDBACK</STRONG> or <STRONG>GL_SELECT</STRONG>.	  <STRONG>GLXBadCurrentWindow</STRONG> is generated if there are	pending	GL	  commands for the previous context and	the current drawable	  is a window that is no longer	valid.	  <STRONG>BadAlloc</STRONG> may be generated if the server has delayed	  allocation of	ancillary buffers until	<STRONG>glXMakeCurrent</STRONG> is	  called, only to find that it has insufficient	resources to	  complete the allocation.     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>glXCreateContext</STRONG>, <STRONG>glXCreateGLXPixmap</STRONG></PRE></BODY></HTML>

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