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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglCallLists</STRONG> - execute a list	of display lists     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglCallLists</STRONG>( INTEGER*4 <EM>n</EM>,				   INTEGER*4 <EM>type</EM>,				   CHARACTER*8 <EM>lists</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>n</EM>	 Specifies the number of display lists to be executed.	  <EM>type</EM>	 Specifies the type of values in <EM>lists</EM>.	 Symbolic		 constants <STRONG>GL_BYTE</STRONG>, <STRONG>GL_UNSIGNED_BYTE</STRONG>, <STRONG>GL_SHORT</STRONG>,		 <STRONG>GL_UNSIGNED_SHORT</STRONG>, <STRONG>GL_INT</STRONG>, <STRONG>GL_UNSIGNED_INT</STRONG>, <STRONG>GL_FLOAT</STRONG>,		 <STRONG>GL_2_BYTES</STRONG>, <STRONG>GL_3_BYTES</STRONG>, and <STRONG>GL_4_BYTES</STRONG>	are accepted.	  <EM>lists</EM>	 Specifies the address of an array of name offsets in		 the display list.  The	pointer	type is	void because		 the offsets can be bytes, shorts, ints, or floats,		 depending on the value	of <EM>type</EM>.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fglCallLists</STRONG> causes each display list	in the list of names	  passed as <EM>lists</EM> to be	executed.  As a	result,	the commands	  saved	in each	display	list are executed in order, just as if	  they were called without using a display list.  Names	of	  display lists	that have not been defined are ignored.	  <STRONG>fglCallLists</STRONG> provides	an efficient means for executing more	  than one display list.  <EM>type</EM> allows lists with various name	  formats to be	accepted.  The formats are as follows:	  <STRONG>GL_BYTE</STRONG>		   <EM>lists</EM> is treated as an array	of				   signed bytes, each in the range				   -128	through	127.	  <STRONG>GL_UNSIGNED_BYTE</STRONG>	   <EM>lists</EM> is treated as an array	of				   unsigned bytes, each	in the range 0				   through 255.	  <STRONG>GL_SHORT</STRONG>		   <EM>lists</EM> is treated as an array	of				   signed two-byte integers, each in				   the range -32768 through 32767.	  <STRONG>GL_UNSIGNED_SHORT</STRONG>	   <EM>lists</EM> is treated as an array	of				   unsigned two-byte integers, each in				   the range 0 through 65535.	  <STRONG>GL_INT</STRONG>		   <EM>lists</EM> is treated as an array	of				   signed four-byte integers.	  <STRONG>GL_UNSIGNED_INT</STRONG>	   <EM>lists</EM> is treated as an array	of				   unsigned four-byte integers.	  <STRONG>GL_FLOAT</STRONG>		   <EM>lists</EM> is treated as an array	of				   four-byte floating-point values.	  <STRONG>GL_2_BYTES</STRONG>		   <EM>lists</EM> is treated as an array	of				   unsigned bytes.  Each pair of bytes				   specifies a single display-list				   name.  The value of the pair	is				   computed as 256 times the unsigned				   value of the	first byte plus	the				   unsigned value of the second	byte.	  <STRONG>GL_3_BYTES</STRONG>		   <EM>lists</EM> is treated as an array	of				   unsigned bytes.  Each triplet of				   bytes specifies a single display-				   list	name.  The value of the				   triplet is computed as 65536	times				   the unsigned	value of the first				   byte, plus 256 times	the unsigned				   value of the	second byte, plus the				   unsigned value of the third byte.	  <STRONG>GL_4_BYTES</STRONG>		   <EM>lists</EM> is treated as an array	of				   unsigned bytes.  Each quadruplet of				   bytes specifies a single display-				   list	name.  The value of the				   quadruplet is computed as 16777216				   times the unsigned value of the				   first byte, plus 65536 times	the				   unsigned value of the second	byte,				   plus	256 times the unsigned value				   of the third	byte, plus the				   unsigned value of the fourth	byte.	  The list of display-list names is not	null-terminated.	  Rather, <EM>n</EM> specifies how many names are to be taken from	  <EM>lists</EM>.	  An additional	level of indirection is	made available with	  the <STRONG>fglListBase</STRONG> command, which specifies an unsigned offset	  that is added	to each	display-list name specified in <EM>lists</EM>	  before that display list is executed.	  <STRONG>fglCallLists</STRONG> can appear inside a display list.  To avoid the	  possibility of infinite recursion resulting from display	  lists	calling	one another, a limit is	placed on the nesting	  level	of display lists during	display-list execution.	 This	  limit	must be	at least 64, and it depends on the	  implementation.	  GL state is not saved	and restored across a call to	  <STRONG>fglCallLists</STRONG>.	 Thus, changes made to GL state	during the	  execution of the display lists remain	after execution	is	  completed.  Use <STRONG>fglPushAttrib</STRONG>, <STRONG>fglPopAttrib</STRONG>, <STRONG>fglPushMatrix</STRONG>,	  and <STRONG>fglPopMatrix</STRONG> to preserve GL state	across <STRONG>fglCallLists</STRONG>	  calls.     <STRONG>NOTES</STRONG>	  Display lists	can be executed	between	a call to <STRONG>fglBegin</STRONG> and	  the corresponding call to <STRONG>fglEnd</STRONG>, as long as the display	  list includes	only commands that are allowed in this	  interval.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if <EM>n</EM> is	negative.	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>type</EM> is not one of <STRONG>GL_BYTE</STRONG>,	  <STRONG>GL_UNSIGNED_BYTE</STRONG>, <STRONG>GL_SHORT</STRONG>, <STRONG>GL_UNSIGNED_SHORT</STRONG>, <STRONG>GL_INT</STRONG>,	  <STRONG>GL_UNSIGNED_INT</STRONG>, <STRONG>GL_FLOAT</STRONG>, <STRONG>GL_2_BYTES</STRONG>, <STRONG>GL_3_BYTES</STRONG>,	  <STRONG>GL_4_BYTES</STRONG>.     <STRONG>ASSOCIATED</STRONG>	<STRONG>GETS</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_LIST_BASE</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_MAX_LIST_NESTING</STRONG>	  <STRONG>fglIsList</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglCallList</STRONG>, <STRONG>fglDeleteLists</STRONG>, <STRONG>fglGenLists</STRONG>, <STRONG>fglListBase</STRONG>,	  <STRONG>fglNewList</STRONG>, <STRONG>fglPushAttrib</STRONG>,	  <STRONG>fglPushMatrix</STRONG></PRE></BODY></HTML>

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