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📄 fglprioritizetextures.html

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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglPrioritizeTextures</STRONG>	- set texture residence	priority     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglPrioritizeTextures</STRONG>( INTEGER*4 <EM>n</EM>,					    CHARACTER*8	<EM>textures</EM>,					    CHARACTER*8	<EM>priorities</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>n</EM>	      Specifies	the number of textures to be		      prioritized.	  <EM>textures</EM>    Specifies	an array containing the	names of the		      textures to be prioritized.	  <EM>priorities</EM>  Specifies	an array containing the	texture		      priorities.  A priority given in an element of		      <EM>priorities</EM> applies to the	texture	named by the		      corresponding element of <EM>textures</EM>.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fglPrioritizeTextures</STRONG>	assigns	the <EM>n</EM> texture priorities given	  in <EM>priorities</EM>	to the <EM>n</EM> textures named	in <EM>textures</EM>.	  The GL establishes a ``working set'' of textures that	are	  resident in texture memory.  These textures may be bound to	  a texture target much	more efficiently than textures that	  are not resident.  By	specifying a priority for each	  texture, <STRONG>fglPrioritizeTextures</STRONG> allows	applications to	guide	  the GL implementation	in determining which textures should	  be resident.	  The priorities given in <EM>priorities</EM> are clamped to the	range	  [0,1]	before they are	assigned.  0 indicates the lowest	  priority; textures with priority 0 are least likely to be	  resident.  1 indicates the highest priority; textures	with	  priority 1 are most likely to	be resident.  However,	  textures are not guaranteed to be resident until they	are	  used.	  <STRONG>fglPrioritizeTextures</STRONG>	silently ignores attempts to	  prioritize texture 0,	or any texture name that does not	  correspond to	an existing texture.	  <STRONG>fglPrioritizeTextures</STRONG>	does not require that any of the	  textures named by <EM>textures</EM> be	bound to a texture target.	  <STRONG>fglTexParameter</STRONG> may also be used to set a texture's	  priority, but	only if	the texture is currently bound.	 This	  is the only way to set the priority of a default texture.     <STRONG>NOTES</STRONG>	  <STRONG>fglPrioritizeTextures</STRONG>	is available only if the GL version is	  1.1 or greater.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if <EM>n</EM> is	negative.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglPrioritizeTextures</STRONG>	  is executed between the execution of <STRONG>fglBegin</STRONG>	and the	  corresponding	execution of <STRONG>fglEnd</STRONG>.     <STRONG>ASSOCIATED</STRONG>	<STRONG>GETS</STRONG>	  <STRONG>fglGetTexParameter</STRONG> with parameter name <STRONG>GL_TEXTURE_PRIORITY</STRONG>	  retrieves the	priority of a currently	bound texture.     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglAreTexturesResident</STRONG>, <STRONG>fglBindTexture</STRONG>, <STRONG>fglCopyTexImage1D</STRONG>,	  <STRONG>fglCopyTexImage2D</STRONG>, <STRONG>fglTexImage1D</STRONG>, <STRONG>fglTexImage2D</STRONG>,	  <STRONG>fglTexParameter</STRONG></PRE></BODY></HTML>

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