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📄 fglvertex.html

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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglVertex2d,</STRONG> <STRONG>fglVertex2f,</STRONG> <STRONG>fglVertex2i,</STRONG> <STRONG>fglVertex2s,</STRONG>	  <STRONG>fglVertex3d,</STRONG> <STRONG>fglVertex3f,</STRONG> <STRONG>fglVertex3i,</STRONG> <STRONG>fglVertex3s,</STRONG>	  <STRONG>fglVertex4d,</STRONG> <STRONG>fglVertex4f,</STRONG> <STRONG>fglVertex4i,</STRONG> <STRONG>fglVertex4s,</STRONG>	  <STRONG>fglVertex2dv,</STRONG>	<STRONG>fglVertex2fv,</STRONG> <STRONG>fglVertex2iv,</STRONG> <STRONG>fglVertex2sv,</STRONG>	  <STRONG>fglVertex3dv,</STRONG>	<STRONG>fglVertex3fv,</STRONG> <STRONG>fglVertex3iv,</STRONG> <STRONG>fglVertex3sv,</STRONG>	  <STRONG>fglVertex4dv,</STRONG>	<STRONG>fglVertex4fv,</STRONG> <STRONG>fglVertex4iv,</STRONG> <STRONG>fglVertex4sv</STRONG> -	  specify a vertex     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglVertex2d</STRONG>( REAL*8 <EM>x</EM>,				  REAL*8 <EM>y</EM> )	  SUBROUTINE <STRONG>fglVertex2f</STRONG>( REAL*4 <EM>x</EM>,				  REAL*4 <EM>y</EM> )	  SUBROUTINE <STRONG>fglVertex2i</STRONG>( INTEGER*4 <EM>x</EM>,				  INTEGER*4 <EM>y</EM> )	  SUBROUTINE <STRONG>fglVertex2s</STRONG>( INTEGER*2 <EM>x</EM>,				  INTEGER*2 <EM>y</EM> )	  SUBROUTINE <STRONG>fglVertex3d</STRONG>( REAL*8 <EM>x</EM>,				  REAL*8 <EM>y</EM>,				  REAL*8 <EM>z</EM> )	  SUBROUTINE <STRONG>fglVertex3f</STRONG>( REAL*4 <EM>x</EM>,				  REAL*4 <EM>y</EM>,				  REAL*4 <EM>z</EM> )	  SUBROUTINE <STRONG>fglVertex3i</STRONG>( INTEGER*4 <EM>x</EM>,				  INTEGER*4 <EM>y</EM>,				  INTEGER*4 <EM>z</EM> )	  SUBROUTINE <STRONG>fglVertex3s</STRONG>( INTEGER*2 <EM>x</EM>,				  INTEGER*2 <EM>y</EM>,				  INTEGER*2 <EM>z</EM> )	  SUBROUTINE <STRONG>fglVertex4d</STRONG>( REAL*8 <EM>x</EM>,				  REAL*8 <EM>y</EM>,				  REAL*8 <EM>z</EM>,				  REAL*8 <EM>w</EM> )	  SUBROUTINE <STRONG>fglVertex4f</STRONG>( REAL*4 <EM>x</EM>,				  REAL*4 <EM>y</EM>,				  REAL*4 <EM>z</EM>,				  REAL*4 <EM>w</EM> )	  SUBROUTINE <STRONG>fglVertex4i</STRONG>( INTEGER*4 <EM>x</EM>,				  INTEGER*4 <EM>y</EM>,				  INTEGER*4 <EM>z</EM>,				  INTEGER*4 <EM>w</EM> )	  SUBROUTINE <STRONG>fglVertex4s</STRONG>( INTEGER*2 <EM>x</EM>,				  INTEGER*2 <EM>y</EM>,				  INTEGER*2 <EM>z</EM>,				  INTEGER*2 <EM>w</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>x</EM>, <EM>y</EM>,	<EM>z</EM>, <EM>w</EM>		   Specify <EM>x</EM>, <EM>y</EM>, <EM>z</EM>, and	<EM>w</EM> coordinates of a vertex.		   Not all parameters are present in all forms of the		   command.     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglVertex2dv</STRONG>( CHARACTER*8 <EM>v</EM> )	  SUBROUTINE <STRONG>fglVertex2fv</STRONG>( CHARACTER*8 <EM>v</EM> )	  SUBROUTINE <STRONG>fglVertex2iv</STRONG>( CHARACTER*8 <EM>v</EM> )	  SUBROUTINE <STRONG>fglVertex2sv</STRONG>( CHARACTER*8 <EM>v</EM> )	  SUBROUTINE <STRONG>fglVertex3dv</STRONG>( CHARACTER*8 <EM>v</EM> )	  SUBROUTINE <STRONG>fglVertex3fv</STRONG>( CHARACTER*8 <EM>v</EM> )	  SUBROUTINE <STRONG>fglVertex3iv</STRONG>( CHARACTER*8 <EM>v</EM> )	  SUBROUTINE <STRONG>fglVertex3sv</STRONG>( CHARACTER*8 <EM>v</EM> )	  SUBROUTINE <STRONG>fglVertex4dv</STRONG>( CHARACTER*8 <EM>v</EM> )	  SUBROUTINE <STRONG>fglVertex4fv</STRONG>( CHARACTER*8 <EM>v</EM> )	  SUBROUTINE <STRONG>fglVertex4iv</STRONG>( CHARACTER*8 <EM>v</EM> )	  SUBROUTINE <STRONG>fglVertex4sv</STRONG>( CHARACTER*8 <EM>v</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>v</EM>    Specifies a pointer to an array of two, three, or four	       elements.  The elements of a two-element	array are <EM>x</EM>	       and <EM>y</EM>; of a three-element array,	<EM>x</EM>, <EM>y</EM>, and <EM>z</EM>; and of a	       four-element array, <EM>x</EM>, <EM>y</EM>, <EM>z</EM>, and	<EM>w</EM>.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fglVertex</STRONG> commands are used within <STRONG>fglBegin</STRONG>/<STRONG>fglEnd</STRONG> pairs to	  specify point, line, and polygon vertices.  The current	  color, normal, and texture coordinates are associated	with	  the vertex when <STRONG>fglVertex</STRONG> is called.	  When only <EM>x</EM> and <EM>y</EM> are	specified, <EM>z</EM> defaults to 0 and <EM>w</EM>	  defaults to 1.  When <EM>x</EM>, <EM>y</EM>, and <EM>z</EM> are specified, <EM>w</EM> defaults	  to 1.     <STRONG>NOTES</STRONG>	  Invoking <STRONG>fglVertex</STRONG> outside of	a <STRONG>fglBegin</STRONG>/<STRONG>fglEnd</STRONG> pair results	  in undefined behavior.     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglBegin</STRONG>, <STRONG>fglCallList</STRONG>, <STRONG>fglColor</STRONG>, <STRONG>fglEdgeFlag</STRONG>,	<STRONG>fglEvalCoord</STRONG>,	  <STRONG>fglIndex</STRONG>, <STRONG>fglMaterial</STRONG>,	  <STRONG>fglNormal</STRONG>, <STRONG>fglRect</STRONG>, <STRONG>fglTexCoord</STRONG>, <STRONG>fglVertexPointer</STRONG></PRE></BODY></HTML>

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