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📄 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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