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📄 fglclipplane.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>fglClipPlane</STRONG> - specify a plane against which all geometry is	  clipped     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglClipPlane</STRONG>( INTEGER*4 <EM>plane</EM>,				   CHARACTER*8 <EM>equation</EM>	)     <STRONG>PARAMETERS</STRONG>	  <EM>plane</EM>	    Specifies which clipping plane is being		    positioned.	 Symbolic names	of the form		    <STRONG>GL_CLIP_PLANE</STRONG><EM>i</EM>, where <EM>i</EM> is an integer between 0		    and	<STRONG>GL_MAX_CLIP_PLANES</STRONG> -1, are accepted.	  <EM>equation</EM>  Specifies the address of an	array of four double-		    precision floating-point values.  These values are		    interpreted	as a plane equation.     <STRONG>DESCRIPTION</STRONG>	  Geometry is always clipped against the boundaries of a six-	  plane	frustum	in <EM>x</EM>, <EM>y</EM>, and <EM>z</EM>.	<STRONG>fglClipPlane</STRONG> allows the	  specification	of additional planes, not necessarily	  perpendicular	to the <EM>x</EM>, <EM>y</EM>, or	<EM>z</EM> axis,	against	which all	  geometry is clipped.	To determine the maximum number	of	  additional clipping planes, call <STRONG>fglGetIntegerv</STRONG> with	  argument <STRONG>GL_MAX_CLIP_PLANES</STRONG>. All implementations support at	  least	six such clipping planes. Because the resulting	  clipping region is the intersection of the defined half-	  spaces, it is	always convex.	  <STRONG>fglClipPlane</STRONG> specifies a half-space using a four-component	  plane	equation.  When	<STRONG>fglClipPlane</STRONG> is	called,	<EM>equation</EM> is	  transformed by the inverse of	the modelview matrix and	  stored in the	resulting eye coordinates.  Subsequent changes	  to the modelview matrix have no effect on the	stored plane-	  equation components.	If the dot product of the eye	  coordinates of a vertex with the stored plane	equation	  components is	positive or zero, the vertex is	<EM>in</EM> with	  respect to that clipping plane.  Otherwise, it is <EM>out</EM>.	  To enable and	disable	clipping planes, call <STRONG>fglEnable</STRONG>	and	  <STRONG>fglDisable</STRONG> with the argument <STRONG>GL_CLIP_PLANE</STRONG><EM>i</EM>, where <EM>i</EM> is the	  plane	number.	  All clipping planes are initially defined as (0, 0, 0, 0) in	  eye coordinates and are disabled.     <STRONG>NOTES</STRONG>	  It is	always the case	that <STRONG>GL_CLIP_PLANE</STRONG>i = <STRONG>GL_CLIP_PLANE0</STRONG> +	  i.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>plane</EM>	is not an accepted	  value.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglClipPlane</STRONG> is	  executed between the execution of <STRONG>fglBegin</STRONG> and the	  corresponding	execution of <STRONG>fglEnd</STRONG>.     <STRONG>ASSOCIATED</STRONG>	<STRONG>GETS</STRONG>	  <STRONG>fglGetClipPlane</STRONG>	  <STRONG>fglIsEnabled</STRONG> with argument <STRONG>GL_CLIP_PLANE</STRONG><EM>i</EM>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglEnable</STRONG></PRE></BODY></HTML>

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