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📄 fglenableclientstate.html

📁 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>fglEnableClientState,</STRONG>	<STRONG>fglDisableClientState</STRONG> -	enable or	  disable client-side capability     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglEnableClientState</STRONG>( INTEGER*4 <EM>cap</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>cap</EM>  Specifies the capability	to enable.  Symbolic constants	       <STRONG>GL_COLOR_ARRAY</STRONG>, <STRONG>GL_EDGE_FLAG_ARRAY</STRONG>, <STRONG>GL_INDEX_ARRAY</STRONG>,	       <STRONG>GL_NORMAL_ARRAY</STRONG>,	<STRONG>GL_TEXTURE_COORD_ARRAY</STRONG>,	and	       <STRONG>GL_VERTEX_ARRAY</STRONG> are accepted.     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglDisableClientState</STRONG>( INTEGER*4 <EM>cap</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>cap</EM>  Specifies the capability	to disable.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fglEnableClientState</STRONG> and <STRONG>fglDisableClientState</STRONG> enable	or	  disable individual client-side capabilities. By default, all	  client-side capabilities are disabled.  Both	  <STRONG>fglEnableClientState</STRONG> and <STRONG>fglDisableClientState</STRONG> take a	single	  argument, <EM>cap</EM>, which can assume one of the following values:	  <STRONG>GL_COLOR_ARRAY</STRONG>	   If enabled, the color array is				   enabled for writing and used	during				   rendering when <STRONG>fglDrawArrays</STRONG>	or				   <STRONG>fglDrawElement</STRONG> is called. See				   <STRONG>fglColorPointer</STRONG>.	  <STRONG>GL_EDGE_FLAG_ARRAY</STRONG>	   If enabled, the edge	flag array is				   enabled for writing and used	during				   rendering when <STRONG>fglDrawArrays</STRONG>	or				   <STRONG>fglDrawElements</STRONG> is called. See				   <STRONG>fglEdgeFlagPointer</STRONG>.	  <STRONG>GL_INDEX_ARRAY</STRONG>	   If enabled, the index array is				   enabled for writing and used	during				   rendering when <STRONG>fglDrawArrays</STRONG>	or				   <STRONG>fglDrawElements</STRONG> is called. See				   <STRONG>fglIndexPointer</STRONG>.	  <STRONG>GL_NORMAL_ARRAY</STRONG>	   If enabled, the normal array	is				   enabled for writing and used	during				   rendering when <STRONG>fglDrawArrays</STRONG>	or				   <STRONG>fglDrawElements</STRONG> is called. See				   <STRONG>fglNormalPointer</STRONG>.	  <STRONG>GL_TEXTURE_COORD_ARRAY</STRONG>   If enabled, the texture coordinate				   array is enabled for	writing	and				   used	for rendering when				   <STRONG>fglDrawArrays</STRONG> or <STRONG>fglDrawElements</STRONG> is				   called. See <STRONG>fglTexCoordPointer</STRONG>.	  <STRONG>GL_VERTEX_ARRAY</STRONG>	   If enabled, the vertex array	is				   enabled for writing and used	during				   rendering when <STRONG>fglDrawArrays</STRONG>	or				   <STRONG>fglDrawElements</STRONG> is called. See				   <STRONG>fglVertexPointer</STRONG>.     <STRONG>NOTES</STRONG>	  <STRONG>fglEnableClientState</STRONG> is available only if the	GL version is	  1.1 or greater.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>cap</EM> is not an	accepted	  value.	  <STRONG>fglEnableClientState</STRONG> is not allowed between the execution of	  <STRONG>fglBegin</STRONG> and the corresponding <STRONG>fglEnd</STRONG>, but an	error may or	  may not be generated.	If no error is generated, the behavior	  is undefined.     <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>fglIndexPointer</STRONG>, <STRONG>fglInterleavedArrays</STRONG>,	  <STRONG>fglNormalPointer</STRONG>, <STRONG>fglTexCoordPointer</STRONG>,	<STRONG>fglVertexPointer</STRONG></PRE></BODY></HTML>

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