📄 fgluloadsamplingmatrices.html
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<HTML><BODY><PRE> <STRONG>NAME</STRONG> <STRONG>fgluLoadSamplingMatrices</STRONG> - load NURBS sampling and culling matrices <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG> SUBROUTINE <STRONG>fgluLoadSamplingMatrices</STRONG>( CHARACTER*8 <EM>nurb</EM>, CHARACTER*8 <EM>model</EM>, CHARACTER*8 <EM>perspective</EM>, CHARACTER*8 <EM>view</EM> ) <STRONG>PARAMETERS</STRONG> <EM>nurb</EM> Specifies the NURBS object (created with <STRONG>fgluNewNurbsRenderer</STRONG>). <EM>model</EM> Specifies a modelview matrix (as from a <STRONG>glGetFloatv</STRONG> call). <EM>perspective</EM> Specifies a projection matrix (as from a <STRONG>glGetFloatv</STRONG> call). <EM>view</EM> Specifies a viewport (as from a <STRONG>glGetIntegerv</STRONG> call). <STRONG>DESCRIPTION</STRONG> <STRONG>fgluLoadSamplingMatrices</STRONG> uses <EM>model</EM>, <EM>perspective</EM>, and <EM>view</EM> to recompute the sampling and culling matrices stored in <EM>nurb</EM>. The sampling matrix determines how finely a NURBS curve or surface must be tessellated to satisfy the sampling tolerance (as determined by the <STRONG>GLU_SAMPLING_TOLERANCE</STRONG> property). The culling matrix is used in deciding if a NURBS curve or surface should be culled before rendering (when the <STRONG>GLU_CULLING</STRONG> property is turned on). <STRONG>fgluLoadSamplingMatrices</STRONG> is necessary only if the <STRONG>GLU_AUTO_LOAD_MATRIX</STRONG> property is turned off (see <STRONG>fgluNurbsProperty</STRONG>). Although it can be convenient to leave the <STRONG>GLU_AUTO_LOAD_MATRIX</STRONG> property turned on, there can be a performance penalty for doing so. (A round trip to the GL server is needed to fetch the current values of the modelview matrix, projection matrix, and viewport.) <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG> <STRONG>fgluGetNurbsProperty</STRONG>, <STRONG>fgluNewNurbsRenderer</STRONG>, <STRONG>fgluNurbsProperty</STRONG></PRE></BODY></HTML>
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