fglgetpolygonstipple.html

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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglGetPolygonStipple</STRONG> - return	the polygon stipple pattern     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglGetPolygonStipple</STRONG>( CHARACTER*256 <EM>mask</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>mask</EM>	Returns	the stipple pattern. The initial value is all		1's.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fglGetPolygonStipple</STRONG> returns to <EM>mask</EM> a 32x32 polygon stipple	  pattern.  The	pattern	is packed into memory as if	  <STRONG>fglReadPixels</STRONG>	with both <EM>height</EM> and <EM>width</EM> of 32, <EM>type</EM> of	  <STRONG>GL_BITMAP</STRONG>, and <EM>format</EM>	of <STRONG>GL_COLOR_INDEX</STRONG> were called, and the	  stipple pattern were stored in an internal 32x32 color index	  buffer.  Unlike <STRONG>fglReadPixels</STRONG>, however, pixel	transfer	  operations (shift, offset, pixel map)	are not	applied	to the	  returned stipple image.     <STRONG>NOTES</STRONG>	  If an	error is generated, no change is made to the contents	  of <EM>mask</EM>.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglGetPolygonStipple</STRONG> is	  executed between the execution of <STRONG>fglBegin</STRONG> and the	  corresponding	execution of <STRONG>fglEnd</STRONG>.     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglPixelStore</STRONG>, <STRONG>fglPixelTransfer</STRONG>, <STRONG>fglPolygonStipple</STRONG>,	  <STRONG>fglReadPixels</STRONG></PRE></BODY></HTML>

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