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<HTML><BODY><PRE> <STRONG>NAME</STRONG> <STRONG>fglRectd,</STRONG> <STRONG>fglRectf,</STRONG> <STRONG>fglRecti,</STRONG> <STRONG>fglRects,</STRONG> <STRONG>fglRectdv,</STRONG> <STRONG>fglRectfv,</STRONG> <STRONG>fglRectiv,</STRONG> <STRONG>fglRectsv</STRONG> - draw a rectangle <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG> SUBROUTINE <STRONG>fglRectd</STRONG>( REAL*8 <EM>x1</EM>, REAL*8 <EM>y1</EM>, REAL*8 <EM>x2</EM>, REAL*8 <EM>y2</EM> ) SUBROUTINE <STRONG>fglRectf</STRONG>( REAL*4 <EM>x1</EM>, REAL*4 <EM>y1</EM>, REAL*4 <EM>x2</EM>, REAL*4 <EM>y2</EM> ) SUBROUTINE <STRONG>fglRecti</STRONG>( INTEGER*4 <EM>x1</EM>, INTEGER*4 <EM>y1</EM>, INTEGER*4 <EM>x2</EM>, INTEGER*4 <EM>y2</EM> ) SUBROUTINE <STRONG>fglRects</STRONG>( INTEGER*2 <EM>x1</EM>, INTEGER*2 <EM>y1</EM>, INTEGER*2 <EM>x2</EM>, INTEGER*2 <EM>y2</EM> ) <STRONG>PARAMETERS</STRONG> <EM>x1</EM>, <EM>y1</EM> Specify one vertex of a rectangle. <EM>x2</EM>, <EM>y2</EM> Specify the opposite vertex of the rectangle. <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG> SUBROUTINE <STRONG>fglRectdv</STRONG>( CHARACTER*8 <EM>v1</EM>, CHARACTER*8 <EM>v2</EM> ) SUBROUTINE <STRONG>fglRectfv</STRONG>( CHARACTER*8 <EM>v1</EM>, CHARACTER*8 <EM>v2</EM> ) SUBROUTINE <STRONG>fglRectiv</STRONG>( CHARACTER*8 <EM>v1</EM>, CHARACTER*8 <EM>v2</EM> ) SUBROUTINE <STRONG>fglRectsv</STRONG>( CHARACTER*8 <EM>v1</EM>, CHARACTER*8 <EM>v2</EM> ) <STRONG>PARAMETERS</STRONG> <EM>v1</EM> Specifies a pointer to one vertex of a rectangle. <EM>v2</EM> Specifies a pointer to the opposite vertex of the rectangle. <STRONG>DESCRIPTION</STRONG> <STRONG>fglRect</STRONG> supports efficient specification of rectangles as two corner points. Each rectangle command takes four arguments, organized either as two consecutive pairs of (<EM>x</EM>,<EM>y</EM>) coordinates, or as two pointers to arrays, each containing an (<EM>x</EM>,<EM>y</EM>) pair. The resulting rectangle is defined in the <EM>z</EM>=0 plane. <STRONG>fglRect</STRONG>(<EM>x1</EM>, <EM>y1</EM>, <EM>x2</EM>, <EM>y2</EM>) is exactly equivalent to the following sequence: glBegin(<STRONG>GL_POLYGON</STRONG>); glVertex2(<EM>x1</EM>, <EM>y1</EM>); glVertex2(<EM>x2</EM>, <EM>y1</EM>); glVertex2(<EM>x2</EM>, <EM>y2</EM>); glVertex2(<EM>x1</EM>, <EM>y2</EM>); glEnd(); Note that if the second vertex is above and to the right of the first vertex, the rectangle is constructed with a counterclockwise winding. <STRONG>ERRORS</STRONG> <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglRect</STRONG> is executed between the execution of <STRONG>fglBegin</STRONG> and the corresponding execution of <STRONG>fglEnd</STRONG>. <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG> <STRONG>fglBegin</STRONG>, <STRONG>fglVertex</STRONG></PRE></BODY></HTML>
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