📄 fgltexcoord.html
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<HTML><BODY><PRE> <STRONG>NAME</STRONG> <STRONG>fglTexCoord1d,</STRONG> <STRONG>fglTexCoord1f,</STRONG> <STRONG>fglTexCoord1i,</STRONG> <STRONG>fglTexCoord1s,</STRONG> <STRONG>fglTexCoord2d,</STRONG> <STRONG>fglTexCoord2f,</STRONG> <STRONG>fglTexCoord2i,</STRONG> <STRONG>fglTexCoord2s,</STRONG> <STRONG>fglTexCoord3d,</STRONG> <STRONG>fglTexCoord3f,</STRONG> <STRONG>fglTexCoord3i,</STRONG> <STRONG>fglTexCoord3s,</STRONG> <STRONG>fglTexCoord4d,</STRONG> <STRONG>fglTexCoord4f,</STRONG> <STRONG>fglTexCoord4i,</STRONG> <STRONG>fglTexCoord4s,</STRONG> <STRONG>fglTexCoord1dv,</STRONG> <STRONG>fglTexCoord1fv,</STRONG> <STRONG>fglTexCoord1iv,</STRONG> <STRONG>fglTexCoord1sv,</STRONG> <STRONG>fglTexCoord2dv,</STRONG> <STRONG>fglTexCoord2fv,</STRONG> <STRONG>fglTexCoord2iv,</STRONG> <STRONG>fglTexCoord2sv,</STRONG> <STRONG>fglTexCoord3dv,</STRONG> <STRONG>fglTexCoord3fv,</STRONG> <STRONG>fglTexCoord3iv,</STRONG> <STRONG>fglTexCoord3sv,</STRONG> <STRONG>fglTexCoord4dv,</STRONG> <STRONG>fglTexCoord4fv,</STRONG> <STRONG>fglTexCoord4iv,</STRONG> <STRONG>fglTexCoord4sv</STRONG> - set the current texture coordinates <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG> SUBROUTINE <STRONG>fglTexCoord1d</STRONG>( REAL*8 <EM>s</EM> ) SUBROUTINE <STRONG>fglTexCoord1f</STRONG>( REAL*4 <EM>s</EM> ) SUBROUTINE <STRONG>fglTexCoord1i</STRONG>( INTEGER*4 <EM>s</EM> ) SUBROUTINE <STRONG>fglTexCoord1s</STRONG>( INTEGER*2 <EM>s</EM> ) SUBROUTINE <STRONG>fglTexCoord2d</STRONG>( REAL*8 <EM>s</EM>, REAL*8 <EM>t</EM> ) SUBROUTINE <STRONG>fglTexCoord2f</STRONG>( REAL*4 <EM>s</EM>, REAL*4 <EM>t</EM> ) SUBROUTINE <STRONG>fglTexCoord2i</STRONG>( INTEGER*4 <EM>s</EM>, INTEGER*4 <EM>t</EM> ) SUBROUTINE <STRONG>fglTexCoord2s</STRONG>( INTEGER*2 <EM>s</EM>, INTEGER*2 <EM>t</EM> ) SUBROUTINE <STRONG>fglTexCoord3d</STRONG>( REAL*8 <EM>s</EM>, REAL*8 <EM>t</EM>, REAL*8 <EM>r</EM> ) SUBROUTINE <STRONG>fglTexCoord3f</STRONG>( REAL*4 <EM>s</EM>, REAL*4 <EM>t</EM>, REAL*4 <EM>r</EM> ) SUBROUTINE <STRONG>fglTexCoord3i</STRONG>( INTEGER*4 <EM>s</EM>, INTEGER*4 <EM>t</EM>, INTEGER*4 <EM>r</EM> ) SUBROUTINE <STRONG>fglTexCoord3s</STRONG>( INTEGER*2 <EM>s</EM>, INTEGER*2 <EM>t</EM>, INTEGER*2 <EM>r</EM> ) SUBROUTINE <STRONG>fglTexCoord4d</STRONG>( REAL*8 <EM>s</EM>, REAL*8 <EM>t</EM>, REAL*8 <EM>r</EM>, REAL*8 <EM>q</EM> ) SUBROUTINE <STRONG>fglTexCoord4f</STRONG>( REAL*4 <EM>s</EM>, REAL*4 <EM>t</EM>, REAL*4 <EM>r</EM>, REAL*4 <EM>q</EM> ) SUBROUTINE <STRONG>fglTexCoord4i</STRONG>( INTEGER*4 <EM>s</EM>, INTEGER*4 <EM>t</EM>, INTEGER*4 <EM>r</EM>, INTEGER*4 <EM>q</EM> ) SUBROUTINE <STRONG>fglTexCoord4s</STRONG>( INTEGER*2 <EM>s</EM>, INTEGER*2 <EM>t</EM>, INTEGER*2 <EM>r</EM>, INTEGER*2 <EM>q</EM> ) <STRONG>PARAMETERS</STRONG> <EM>s</EM>, <EM>t</EM>, <EM>r</EM>, <EM>q</EM> Specify <EM>s</EM>, <EM>t</EM>, <EM>r</EM>, and <EM>q</EM> texture coordinates. Not all parameters are present in all forms of the command. <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG> SUBROUTINE <STRONG>fglTexCoord1dv</STRONG>( CHARACTER*8 <EM>v</EM> ) SUBROUTINE <STRONG>fglTexCoord1fv</STRONG>( CHARACTER*8 <EM>v</EM> ) SUBROUTINE <STRONG>fglTexCoord1iv</STRONG>( CHARACTER*8 <EM>v</EM> ) SUBROUTINE <STRONG>fglTexCoord1sv</STRONG>( CHARACTER*8 <EM>v</EM> ) SUBROUTINE <STRONG>fglTexCoord2dv</STRONG>( CHARACTER*8 <EM>v</EM> ) SUBROUTINE <STRONG>fglTexCoord2fv</STRONG>( CHARACTER*8 <EM>v</EM> ) SUBROUTINE <STRONG>fglTexCoord2iv</STRONG>( CHARACTER*8 <EM>v</EM> ) SUBROUTINE <STRONG>fglTexCoord2sv</STRONG>( CHARACTER*8 <EM>v</EM> ) SUBROUTINE <STRONG>fglTexCoord3dv</STRONG>( CHARACTER*8 <EM>v</EM> ) SUBROUTINE <STRONG>fglTexCoord3fv</STRONG>( CHARACTER*8 <EM>v</EM> ) SUBROUTINE <STRONG>fglTexCoord3iv</STRONG>( CHARACTER*8 <EM>v</EM> ) SUBROUTINE <STRONG>fglTexCoord3sv</STRONG>( CHARACTER*8 <EM>v</EM> ) SUBROUTINE <STRONG>fglTexCoord4dv</STRONG>( CHARACTER*8 <EM>v</EM> ) SUBROUTINE <STRONG>fglTexCoord4fv</STRONG>( CHARACTER*8 <EM>v</EM> ) SUBROUTINE <STRONG>fglTexCoord4iv</STRONG>( CHARACTER*8 <EM>v</EM> ) SUBROUTINE <STRONG>fglTexCoord4sv</STRONG>( CHARACTER*8 <EM>v</EM> ) <STRONG>PARAMETERS</STRONG> <EM>v</EM> Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the <EM>s</EM>, <EM>t</EM>, <EM>r</EM>, and <EM>q</EM> texture coordinates. <STRONG>DESCRIPTION</STRONG> <STRONG>fglTexCoord</STRONG> specifies texture coordinates in one, two, three, or four dimensions. <STRONG>fglTexCoord1</STRONG> sets the current texture coordinates to (<EM>s</EM>, 0, 0, 1); a call to <STRONG>fglTexCoord2</STRONG> sets them to (<EM>s</EM>, <EM>t</EM>, 0, 1). Similarly, <STRONG>fglTexCoord3</STRONG> specifies the texture coordinates as (<EM>s</EM>, <EM>t</EM>, <EM>r</EM>, 1), and <STRONG>fglTexCoord4</STRONG> defines all four components explicitly as (<EM>s</EM>, <EM>t</EM>, <EM>r</EM>, <EM>q</EM>). The current texture coordinates are part of the data that is associated with each vertex and with the current raster position. Initially, the values for <EM>s</EM>, <EM>t</EM>, <EM>r</EM>, and <EM>q</EM> are (0, 0, 0, 1). <STRONG>NOTES</STRONG> The current texture coordinates can be updated at any time. In particular, <STRONG>fglTexCoord</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_TEXTURE_COORDS</STRONG> <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG> <STRONG>fglTexCoordPointer</STRONG>, <STRONG>fglVertex</STRONG></PRE></BODY></HTML>
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