📄 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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