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📄 fgldrawarrays.html

📁 计算机图形学~想必是很多人需要的~在此共享一下
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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglDrawArrays</STRONG>	- render primitives from array data     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglDrawArrays</STRONG>( INTEGER*4 <EM>mode</EM>,				    INTEGER*4 <EM>first</EM>,				    INTEGER*4 <EM>count</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>mode</EM>	 Specifies what	kind of	primitives to render.		 Symbolic constants <STRONG>GL_POINTS</STRONG>, <STRONG>GL_LINE_STRIP</STRONG>,		 <STRONG>GL_LINE_LOOP</STRONG>, <STRONG>GL_LINES</STRONG>, <STRONG>GL_TRIANGLE_STRIP</STRONG>,		 <STRONG>GL_TRIANGLE_FAN</STRONG>, <STRONG>GL_TRIANGLES</STRONG>,	<STRONG>GL_QUAD_STRIP</STRONG>,		 <STRONG>GL_QUADS</STRONG>, and <STRONG>GL_POLYGON</STRONG> are accepted.	  <EM>first</EM>	 Specifies the starting	index in the enabled arrays.	  <EM>count</EM>	 Specifies the number of indices to be rendered.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fglDrawArrays</STRONG>	specifies multiple geometric primitives	with	  very few subroutine calls. Instead of	calling	a GL procedure	  to pass each individual vertex, normal, texture coordinate,	  edge flag, or	color, you can prespecify separate arrays of	  vertexes, normals, and colors	and use	them to	construct a	  sequence of primitives with a	single call to <STRONG>fglDrawArrays</STRONG>.	  When <STRONG>fglDrawArrays</STRONG> is	called,	it uses	<EM>count</EM> sequential	  elements from	each enabled array to construct	a sequence of	  geometric primitives,	beginning with element <EM>first</EM>. <EM>mode</EM>	  specifies what kind of primitives are	constructed, and how	  the array elements construct those primitives. If	  <STRONG>GL_VERTEX_ARRAY</STRONG> is not enabled, no geometric primitives are	  generated.	  Vertex attributes that are modified by <STRONG>fglDrawArrays</STRONG> have an	  unspecified value after <STRONG>fglDrawArrays</STRONG>	returns. For example,	  if <STRONG>GL_COLOR_ARRAY</STRONG> is enabled,	the value of the current color	  is undefined after <STRONG>fglDrawArrays</STRONG> executes. Attributes	that	  aren't modified remain well defined.     <STRONG>NOTES</STRONG>	  <STRONG>fglDrawArrays</STRONG>	is available only if the GL version is 1.1 or	  greater.	  <STRONG>fglDrawArrays</STRONG>	is included in display lists. If <STRONG>fglDrawArrays</STRONG>	  is entered into a display list, the necessary	array data	  (determined by the array pointers and	enables) is also	  entered into the display list. Because the array pointers	  and enables are client-side state, their values affect	  display lists	when the lists are created, not	when the lists	  are executed.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>mode</EM> is not an accepted	  value.	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if <EM>count</EM> is negative.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglDrawArrays</STRONG> is	  executed between the execution of <STRONG>fglBegin</STRONG> and the	  corresponding	<STRONG>fglEnd</STRONG>.     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglArrayElement</STRONG>, <STRONG>fglColorPointer</STRONG>, <STRONG>fglDrawElements</STRONG>,	  <STRONG>fglEdgeFlagPointer</STRONG>,	  <STRONG>fglGetPointerv</STRONG>, <STRONG>fglIndexPointer</STRONG>, <STRONG>fglInterleavedArrays</STRONG>,	  <STRONG>fglNormalPointer</STRONG>,	  <STRONG>fglTexCoordPointer</STRONG>, <STRONG>fglVertexPointer</STRONG></PRE></BODY></HTML>

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