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📄 fgltranslate.html

📁 计算机图形学~想必是很多人需要的~在此共享一下
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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglTranslated,</STRONG> <STRONG>fglTranslatef</STRONG> - multiply the current matrix	  by a translation matrix     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglTranslated</STRONG>( REAL*8 <EM>x</EM>,				    REAL*8 <EM>y</EM>,				    REAL*8 <EM>z</EM> )	  SUBROUTINE <STRONG>fglTranslatef</STRONG>( REAL*4 <EM>x</EM>,				    REAL*4 <EM>y</EM>,				    REAL*4 <EM>z</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>x</EM>, <EM>y</EM>,	<EM>z</EM>		 Specify the <EM>x</EM>,	<EM>y</EM>, and <EM>z</EM> coordinates of	a translation		 vector.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fglTranslate</STRONG> produces	a translation by (x,y,z).  The current	  matrix (see	  <STRONG>fglMatrixMode</STRONG>) is multiplied by this translation matrix,	  with the product replacing the current matrix, as if	  <STRONG>fglMultMatrix</STRONG>	were called with the following matrix for its	  argument:			     ( 1    0	 0    x	  )			     |			  |			     | 0    1	 0    y	  |			     | 0    0	 1    z	  |			     |			  |			     ( 0    0	 0    1	  )	  If the matrix	mode is	either <STRONG>GL_MODELVIEW</STRONG> or <STRONG>GL_PROJECTION</STRONG>,	  all objects drawn after a call to <STRONG>fglTranslate</STRONG> are	  translated.	  Use <STRONG>fglPushMatrix</STRONG> and	<STRONG>fglPopMatrix</STRONG> to	save and restore the	  untranslated coordinate system.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglTranslate</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_MATRIX_MODE</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_MODELVIEW_MATRIX</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_PROJECTION_MATRIX</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_TEXTURE_MATRIX</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglMatrixMode</STRONG>, <STRONG>fglMultMatrix</STRONG>,	<STRONG>fglPushMatrix</STRONG>, <STRONG>fglRotate</STRONG>,	  <STRONG>fglScale</STRONG></PRE></BODY></HTML>

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