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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglIndexPointer</STRONG> - define an array of color indexes     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglIndexPointer</STRONG>( INTEGER*4	<EM>type</EM>,				      INTEGER*4	<EM>stride</EM>,				      CHARACTER*8 <EM>pointer</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>type</EM>	   Specifies the data type of each color index in the		   array.  Symbolic constants <STRONG>GL_UNSIGNED_BYTE</STRONG>,		   <STRONG>GL_SHORT</STRONG>, <STRONG>GL_INT</STRONG>, <STRONG>GL_FLOAT</STRONG>, and <STRONG>GL_DOUBLE</STRONG> are		   accepted.	  <EM>stride</EM>   Specifies the byte offset between consecutive color		   indexes.  If	<EM>stride</EM> is 0 (the initial value), the		   color indexes are understood	to be tightly packed		   in the array.	  <EM>pointer</EM>  Specifies a pointer to the first index in the		   array.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fglIndexPointer</STRONG> specifies the	location and data format of an	  array	of color indexes to use	when rendering.	 <EM>type</EM>	  specifies the	data type of each color	index and <EM>stride</EM> gives	  the byte stride from one color index to the next allowing	  vertexes and attributes to be	packed into a single array or	  stored in separate arrays.  (Single-array storage may	be	  more efficient on some implementations; see	  <STRONG>fglInterleavedArrays</STRONG>.)	  <EM>type</EM>,	<EM>stride</EM>,	and <EM>pointer</EM> are	saved as client-side state.	  The color index array	is initially disabled. To enable and	  disable the array, call <STRONG>fglEnableClientState</STRONG> and	  <STRONG>fglDisableClientState</STRONG>	with the argument <STRONG>GL_INDEX_ARRAY</STRONG>. If	  enabled, the color index array is used when <STRONG>fglDrawArrays</STRONG>,	  <STRONG>fglDrawElements</STRONG> or <STRONG>fglArrayElement</STRONG> is	called.	  Use <STRONG>fglDrawArrays</STRONG> to construct a sequence of primitives (all	  of the same type) from prespecified vertex and vertex	  attribute arrays.  Use <STRONG>fglArrayElement</STRONG> to specify primitives	  by indexing vertexes and vertex attributes and	  <STRONG>fglDrawElements</STRONG> to construct a sequence of primitives	by	  indexing vertexes and	vertex attributes.     <STRONG>NOTES</STRONG>	  <STRONG>fglIndexPointer</STRONG> is available only if the GL version is 1.1	  or greater.	  The color index array	is initially disabled, and it isn't	  accessed when	<STRONG>fglArrayElement</STRONG>, <STRONG>fglDrawElements</STRONG> or	  <STRONG>fglDrawArrays</STRONG>	is called.	  Execution of <STRONG>fglIndexPointer</STRONG> is not allowed between <STRONG>fglBegin</STRONG>	  and the corresponding	<STRONG>fglEnd</STRONG>,	but an error may or may	not be	  generated. If	an error is not	generated, the operation is	  undefined.	  <STRONG>fglIndexPointer</STRONG> is typically implemented on the client side.	  Since	the color index	array parameters are client-side	  state, they are not saved or restored	by <STRONG>fglPushAttrib</STRONG> and	  <STRONG>fglPopAttrib</STRONG>.	 Use <STRONG>fglPushClientAttrib</STRONG> and	  <STRONG>fglPopClientAttrib</STRONG> instead.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>type</EM> is not an accepted	  value.	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if <EM>stride</EM> is negative.     <STRONG>ASSOCIATED</STRONG>	<STRONG>GETS</STRONG>	  <STRONG>fglIsEnabled</STRONG> with argument <STRONG>GL_INDEX_ARRAY</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_INDEX_ARRAY_TYPE</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_INDEX_ARRAY_STRIDE</STRONG>	  <STRONG>fglGetPointerv</STRONG> with argument <STRONG>GL_INDEX_ARRAY_POINTER</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglArrayElement</STRONG>, <STRONG>fglColorPointer</STRONG>, <STRONG>fglDrawArrays</STRONG>,	  <STRONG>fglDrawElements</STRONG>, <STRONG>fglEdgeFlagPointer</STRONG>, <STRONG>fglEnable</STRONG>,	  <STRONG>fglGetPointerv</STRONG>, <STRONG>fglInterleavedArrays</STRONG>,	<STRONG>fglNormalPointer</STRONG>,	  <STRONG>fglPopClientAttrib</STRONG>, <STRONG>fglPushClientAttrib</STRONG>, <STRONG>fglTexCoordPointer</STRONG>,	  <STRONG>fglVertexPointer</STRONG></PRE></BODY></HTML>

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