fglloadname.html

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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglLoadName</STRONG> -	load a name onto the name stack     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglLoadName</STRONG>( INTEGER*4 <EM>name</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>name</EM>	Specifies a name that will replace the top value on		the name stack.     <STRONG>DESCRIPTION</STRONG>	  The name stack is used during	selection mode to allow	sets	  of rendering commands	to be uniquely identified.  It	  consists of an ordered set of	unsigned integers.	  <STRONG>fglLoadName</STRONG> causes <EM>name</EM> to replace the value on the top of	  the name stack, which	is initially empty.	  The name stack is always empty while the render mode is not	  <STRONG>GL_SELECT</STRONG>.  Calls to <STRONG>fglLoadName</STRONG> while the render mode is	  not <STRONG>GL_SELECT</STRONG>	are ignored.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglLoadName</STRONG> is called	  while	the name stack is empty.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglLoadName</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>fglGet</STRONG> with argument <STRONG>GL_NAME_STACK_DEPTH</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_MAX_NAME_STACK_DEPTH</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglInitNames</STRONG>,	<STRONG>fglPushName</STRONG>, <STRONG>fglRenderMode</STRONG>, <STRONG>fglSelectBuffer</STRONG></PRE></BODY></HTML>

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