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📄 fglnormalpointer.html

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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglNormalPointer</STRONG> - define an array of	normals     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglNormalPointer</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 coordinate in the		   array. Symbolic constants <STRONG>GL_BYTE</STRONG>, <STRONG>GL_SHORT</STRONG>,		   <STRONG>GL_INT</STRONG>, <STRONG>GL_FLOAT</STRONG>, and <STRONG>GL_DOUBLE</STRONG> are accepted. The		   initial value is <STRONG>GL_FLOAT</STRONG>.	  <EM>stride</EM>   Specifies the byte offset between consecutive		   normals. If <EM>stride</EM> is 0- the	initial	value-the		   normals are understood to be	tightly	packed in the		   array.	  <EM>pointer</EM>  Specifies a pointer to the first coordinate of the		   first normal	in the array.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fglNormalPointer</STRONG> specifies the location and data format of	  an array of normals to use when rendering.  <EM>type</EM> specifies	  the data type	of the normal coordinates and <EM>stride</EM> gives the	  byte stride from one normal 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>.)  When a normal	array is specified,	  <EM>type</EM>,	<EM>stride</EM>,	and <EM>pointer</EM> are	saved as client-side state.	  To enable and	disable	the normal array, call	  <STRONG>fglEnableClientState</STRONG> and <STRONG>fglDisableClientState</STRONG> with the	  argument <STRONG>GL_NORMAL_ARRAY</STRONG>. If enabled,	the normal 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>fglNormalPointer</STRONG> is available	only if	the GL version is 1.1	  or greater.	  The normal array is initially	disabled and isn't accessed	  when <STRONG>fglArrayElement</STRONG>,	<STRONG>fglDrawElements</STRONG>, or <STRONG>fglDrawArrays</STRONG> is	  called.	  Execution of <STRONG>fglNormalPointer</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>fglNormalPointer</STRONG> is typically	implemented on the client	  side.	  Since	the normal 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_NORMAL_ARRAY</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_NORMAL_ARRAY_TYPE</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_NORMAL_ARRAY_STRIDE</STRONG>	  <STRONG>fglGetPointerv</STRONG> with argument <STRONG>GL_NORMAL_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>fglIndexPointer</STRONG>, <STRONG>fglInterleavedArrays</STRONG>,	  <STRONG>fglPopClientAttrib</STRONG>, <STRONG>fglPushClientAttrib</STRONG>, <STRONG>fglTexCoordPointer</STRONG>,	  <STRONG>fglVertexPointer</STRONG></PRE></BODY></HTML>

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