⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 fglrendermode.html

📁 计算机图形学~想必是很多人需要的~在此共享一下
💻 HTML
字号:
<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglRenderMode</STRONG>	- set rasterization mode     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  INTEGER*4 <STRONG>fglRenderMode</STRONG>( INTEGER*4 <EM>mode</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>mode</EM>	Specifies the rasterization mode.  Three values	are		accepted:  <STRONG>GL_RENDER</STRONG>, <STRONG>GL_SELECT</STRONG>, and <STRONG>GL_FEEDBACK</STRONG>.  The		initial	value is <STRONG>GL_RENDER</STRONG>.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fglRenderMode</STRONG>	sets the rasterization mode.  It takes one	  argument, <EM>mode</EM>, which	can assume one of three	predefined	  values:	  <STRONG>GL_RENDER</STRONG>	  Render mode. Primitives are rasterized,			  producing pixel fragments, which are written			  into the frame buffer.  This is the normal			  mode and also	the default mode.	  <STRONG>GL_SELECT</STRONG>	  Selection mode.  No pixel fragments are			  produced, and	no change to the frame buffer			  contents is made.  Instead, a	record of the			  names	of primitives that would have been			  drawn	if the render mode had been <STRONG>GL_RENDER</STRONG>			  is returned in a select buffer, which	must			  be created (see <STRONG>fglSelectBuffer</STRONG>) before			  selection mode is entered.	  <STRONG>GL_FEEDBACK</STRONG>	  Feedback mode.  No pixel fragments are			  produced, and	no change to the frame buffer			  contents is made.  Instead, the coordinates			  and attributes of vertices that would	have			  been drawn if	the render mode	had been			  <STRONG>GL_RENDER</STRONG> is returned	in a feedback buffer,			  which	must be	created	(see			  <STRONG>fglFeedbackBuffer</STRONG>) before feedback mode is			  entered.	  The return value of <STRONG>fglRenderMode</STRONG> is determined by the	  render mode at the time <STRONG>fglRenderMode</STRONG>	is called, rather than	  by <EM>mode</EM>.  The	values returned	for the	three render modes are	  as follows:	  <STRONG>GL_RENDER</STRONG>	  0.	  <STRONG>GL_SELECT</STRONG>	  The number of	hit records transferred	to the			  select buffer.	  <STRONG>GL_FEEDBACK</STRONG>	  The number of	values (not vertices)			  transferred to the feedback buffer.	  See the <STRONG>fglSelectBuffer</STRONG> and <STRONG>fglFeedbackBuffer</STRONG>	reference	  pages	for more details concerning selection and feedback	  operation.     <STRONG>NOTES</STRONG>	  If an	error is generated, <STRONG>fglRenderMode</STRONG> returns 0 regardless	  of the current render	mode.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>mode</EM> is not one of the three	  accepted values.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglSelectBuffer</STRONG> is	  called while the render mode is <STRONG>GL_SELECT</STRONG>, or	if	  <STRONG>fglRenderMode</STRONG>	is called with argument	<STRONG>GL_SELECT</STRONG> before	  <STRONG>fglSelectBuffer</STRONG> is called at least once.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglFeedbackBuffer</STRONG> is	  called while the render mode is <STRONG>GL_FEEDBACK</STRONG>, or if	  <STRONG>fglRenderMode</STRONG>	is called with argument	<STRONG>GL_FEEDBACK</STRONG> before	  <STRONG>fglFeedbackBuffer</STRONG> is called at least once.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglRenderMode</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_RENDER_MODE</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglFeedbackBuffer</STRONG>, <STRONG>fglInitNames</STRONG>, <STRONG>fglLoadName</STRONG>,	  <STRONG>fglPassThrough</STRONG>, <STRONG>fglPushName</STRONG>, <STRONG>fglSelectBuffer</STRONG></PRE></BODY></HTML>

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -