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<HTML><BODY><PRE> <STRONG>NAME</STRONG> <STRONG>fglNormal3b,</STRONG> <STRONG>fglNormal3d,</STRONG> <STRONG>fglNormal3f,</STRONG> <STRONG>fglNormal3i,</STRONG> <STRONG>fglNormal3s,</STRONG> <STRONG>fglNormal3bv,</STRONG> <STRONG>fglNormal3dv,</STRONG> <STRONG>fglNormal3fv,</STRONG> <STRONG>fglNormal3iv,</STRONG> <STRONG>fglNormal3sv</STRONG> - set the current normal vector <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG> SUBROUTINE <STRONG>fglNormal3b</STRONG>( INTEGER*1 <EM>nx</EM>, INTEGER*1 <EM>ny</EM>, INTEGER*1 <EM>nz</EM> ) SUBROUTINE <STRONG>fglNormal3d</STRONG>( REAL*8 <EM>nx</EM>, REAL*8 <EM>ny</EM>, REAL*8 <EM>nz</EM> ) SUBROUTINE <STRONG>fglNormal3f</STRONG>( REAL*4 <EM>nx</EM>, REAL*4 <EM>ny</EM>, REAL*4 <EM>nz</EM> ) SUBROUTINE <STRONG>fglNormal3i</STRONG>( INTEGER*4 <EM>nx</EM>, INTEGER*4 <EM>ny</EM>, INTEGER*4 <EM>nz</EM> ) SUBROUTINE <STRONG>fglNormal3s</STRONG>( INTEGER*2 <EM>nx</EM>, INTEGER*2 <EM>ny</EM>, INTEGER*2 <EM>nz</EM> ) <STRONG>PARAMETERS</STRONG> <EM>nx</EM>, <EM>ny</EM>, <EM>nz</EM> Specify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1). <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG> SUBROUTINE <STRONG>fglNormal3bv</STRONG>( CHARACTER*8 <EM>v</EM> ) SUBROUTINE <STRONG>fglNormal3dv</STRONG>( CHARACTER*8 <EM>v</EM> ) SUBROUTINE <STRONG>fglNormal3fv</STRONG>( CHARACTER*8 <EM>v</EM> ) SUBROUTINE <STRONG>fglNormal3iv</STRONG>( CHARACTER*8 <EM>v</EM> ) SUBROUTINE <STRONG>fglNormal3sv</STRONG>( CHARACTER*8 <EM>v</EM> ) <STRONG>PARAMETERS</STRONG> <EM>v</EM> Specifies a pointer to an array of three elements: the x, y, and z coordinates of the new current normal. <STRONG>DESCRIPTION</STRONG> The current normal is set to the given coordinates whenever <STRONG>fglNormal</STRONG> is issued. Byte, short, or integer arguments are converted to floating-point format with a linear mapping that maps the most positive representable integer value to 1.0, and the most negative representable integer value to -1.0. Normals specified with <STRONG>fglNormal</STRONG> need not have unit length. If normalization is enabled, then normals specified with <STRONG>fglNormal</STRONG> are normalized after transformation. To enable and disable normalization, call <STRONG>fglEnable</STRONG> and <STRONG>fglDisable</STRONG> with the argument <STRONG>GL_NORMALIZE</STRONG>. Normalization is initially disabled. <STRONG>NOTES</STRONG> The current normal can be updated at any time. In particular, <STRONG>fglNormal</STRONG> can be called between a call to <STRONG>fglBegin</STRONG> and the corresponding call to <STRONG>fglEnd</STRONG>. <STRONG>ASSOCIATED</STRONG> <STRONG>GETS</STRONG> <STRONG>fglGet</STRONG> with argument <STRONG>GL_CURRENT_NORMAL</STRONG> <STRONG>fglIsEnabled</STRONG> with argument <STRONG>GL_NORMALIZE</STRONG> <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG> <STRONG>fglBegin</STRONG>, <STRONG>fglColor</STRONG>, <STRONG>fglIndex</STRONG>, <STRONG>fglNormalPointer</STRONG>, <STRONG>fglTexCoord</STRONG>, <STRONG>fglVertex</STRONG></PRE></BODY></HTML>
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