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📁 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>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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