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📄 fglpixelmap.html

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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglPixelMapfv,</STRONG> <STRONG>fglPixelMapuiv,</STRONG> <STRONG>fglPixelMapusv</STRONG>	- set up pixel	  transfer maps     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglPixelMapfv</STRONG>( INTEGER*4 <EM>map</EM>,				    INTEGER*4 <EM>mapsize</EM>,				    CHARACTER*8	<EM>values</EM> )	  SUBROUTINE <STRONG>fglPixelMapuiv</STRONG>( INTEGER*4 <EM>map</EM>,				     INTEGER*4 <EM>mapsize</EM>,				     CHARACTER*8 <EM>values</EM>	)	  SUBROUTINE <STRONG>fglPixelMapusv</STRONG>( INTEGER*4 <EM>map</EM>,				     INTEGER*4 <EM>mapsize</EM>,				     CHARACTER*8 <EM>values</EM>	)     <STRONG>PARAMETERS</STRONG>	  <EM>map</EM>	   Specifies a symbolic	map name.  Must	be one of the		   following:  <STRONG>GL_PIXEL_MAP_I_TO_I</STRONG>,		   <STRONG>GL_PIXEL_MAP_S_TO_S</STRONG>,	<STRONG>GL_PIXEL_MAP_I_TO_R</STRONG>,		   <STRONG>GL_PIXEL_MAP_I_TO_G</STRONG>,	<STRONG>GL_PIXEL_MAP_I_TO_B</STRONG>,		   <STRONG>GL_PIXEL_MAP_I_TO_A</STRONG>,	<STRONG>GL_PIXEL_MAP_R_TO_R</STRONG>,		   <STRONG>GL_PIXEL_MAP_G_TO_G</STRONG>,	<STRONG>GL_PIXEL_MAP_B_TO_B</STRONG>, or		   <STRONG>GL_PIXEL_MAP_A_TO_A</STRONG>.	  <EM>mapsize</EM>  Specifies the size of the map being defined.	  <EM>values</EM>   Specifies an	array of <EM>mapsize</EM> values.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fglPixelMap</STRONG> sets up translation tables, or <EM>maps</EM>, used	by	  <STRONG>fglCopyPixels</STRONG>, <STRONG>fglCopyTexImage1D</STRONG>, <STRONG>fglCopyTexImage2D</STRONG>,	  <STRONG>fglCopyTexSubImage1D</STRONG>,	<STRONG>fglCopyTexSubImage2D</STRONG>, <STRONG>fglDrawPixels</STRONG>,	  <STRONG>fglReadPixels</STRONG>, <STRONG>fglTexImage1D</STRONG>,	<STRONG>fglTexImage2D</STRONG>,	  <STRONG>fglTexSubImage1D</STRONG>, and	<STRONG>fglTexSubImage2D</STRONG>.  Use of these	maps	  is described completely in the <STRONG>fglPixelTransfer</STRONG> reference	  page,	and partly in the reference pages for the pixel	and	  texture image	commands.  Only	the specification of the maps	  is described in this reference page.	  <EM>map</EM> is a symbolic map	name, indicating one of	ten maps to	  set.	<EM>mapsize</EM>	specifies the number of	entries	in the map,	  and <EM>values</EM> is	a pointer to an	array of <EM>mapsize</EM> map values.	  The ten maps are as follows:	  <STRONG>GL_PIXEL_MAP_I_TO_I</STRONG>		Maps color indices to color					indices.	  <STRONG>GL_PIXEL_MAP_S_TO_S</STRONG>		Maps stencil indices to					stencil	indices.	  <STRONG>GL_PIXEL_MAP_I_TO_R</STRONG>		Maps color indices to red					components.	  <STRONG>GL_PIXEL_MAP_I_TO_G</STRONG>		Maps color indices to green					components.	  <STRONG>GL_PIXEL_MAP_I_TO_B</STRONG>		Maps color indices to blue					components.	  <STRONG>GL_PIXEL_MAP_I_TO_A</STRONG>		Maps color indices to alpha					components.	  <STRONG>GL_PIXEL_MAP_R_TO_R</STRONG>		Maps red components to red					components.	  <STRONG>GL_PIXEL_MAP_G_TO_G</STRONG>		Maps green components to green					components.	  <STRONG>GL_PIXEL_MAP_B_TO_B</STRONG>		Maps blue components to	blue					components.	  <STRONG>GL_PIXEL_MAP_A_TO_A</STRONG>		Maps alpha components to alpha					components.	  The entries in a map can be specified	as single-precision	  floating-point numbers, unsigned short integers, or unsigned	  long integers.  Maps that store color	component values (all	  but <STRONG>GL_PIXEL_MAP_I_TO_I</STRONG> and <STRONG>GL_PIXEL_MAP_S_TO_S</STRONG>) retain	  their	values in floating-point format, with unspecified	  mantissa and exponent	sizes.	Floating-point values	  specified by <STRONG>fglPixelMapfv</STRONG> are converted directly to the	  internal floating-point format of these maps,	then clamped	  to the range [0,1].  Unsigned	integer	values specified by	  <STRONG>fglPixelMapusv</STRONG> and <STRONG>fglPixelMapuiv</STRONG> are	converted linearly	  such that the	largest	representable integer maps to 1.0, and	  0 maps to 0.0.	  Maps that store indices, <STRONG>GL_PIXEL_MAP_I_TO_I</STRONG> and	  <STRONG>GL_PIXEL_MAP_S_TO_S</STRONG>, retain their values in fixed-point	  format, with an unspecified number of	bits to	the right of	  the binary point.  Floating-point values specified by	  <STRONG>fglPixelMapfv</STRONG>	are converted directly to the internal fixed-	  point	format of these	maps.  Unsigned	integer	values	  specified by <STRONG>fglPixelMapusv</STRONG> and <STRONG>fglPixelMapuiv</STRONG> specify	  integer values, with all 0's to the right of the binary	  point.	  The following	table shows the	initial	sizes and values for	  each of the maps.  Maps that are indexed by either color or	  stencil indices must have <EM>mapsize</EM> = 2n for some n or the	  results are undefined.  The maximum allowable	size for each	  map depends on the implementation and	can be determined by	  calling <STRONG>fglGet</STRONG> with argument <STRONG>GL_MAX_PIXEL_MAP_TABLE</STRONG>.	The	  single maximum applies to all	maps; it is at least 32.     ______________________________________________________________________________________     |	      <EM>map</EM>	  |  <EM>lookup</EM> <EM>index</EM>  |  <EM>lookup</EM> <EM>value</EM>  | <EM>initial</EM> <EM>size</EM> | <EM>initial</EM> <EM>value</EM> |     <EM>|</EM>____________________<EM>|</EM>________________<EM>|</EM>________________<EM>|</EM>______________<EM>|</EM>_______________|     |<STRONG>GL_PIXEL_MAP_I_TO_I</STRONG> |  color index   |  color index   |	   1	   |	   0	   |     |<STRONG>GL_PIXEL_MAP_S_TO_S</STRONG> | stencil index  | stencil index  |	   1	   |	   0	   |     |<STRONG>GL_PIXEL_MAP_I_TO_R</STRONG> |  color index   |	   R	    |	   1	   |	   0	   |     |<STRONG>GL_PIXEL_MAP_I_TO_G</STRONG> |  color index   |	   G	    |	   1	   |	   0	   |     |<STRONG>GL_PIXEL_MAP_I_TO_B</STRONG> |  color index   |	   B	    |	   1	   |	   0	   |     |<STRONG>GL_PIXEL_MAP_I_TO_A</STRONG> |  color index   |	   A	    |	   1	   |	   0	   |     |<STRONG>GL_PIXEL_MAP_R_TO_R</STRONG> |	  R	   |	   R	    |	   1	   |	   0	   |     |<STRONG>GL_PIXEL_MAP_G_TO_G</STRONG> |	  G	   |	   G	    |	   1	   |	   0	   |     |<STRONG>GL_PIXEL_MAP_B_TO_B</STRONG> |	  B	   |	   B	    |	   1	   |	   0	   |     |<STRONG>GL_PIXEL_MAP_A_TO_A</STRONG> |	  A	   |	   A	    |	   1	   |	   0	   |     <EM>|</EM>____________________<EM>|</EM>________________<EM>|</EM>________________<EM>|</EM>______________<EM>|</EM>_______________|     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>map</EM> is not an	accepted	  value.	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if <EM>mapsize</EM> is less than	one or	  larger than <STRONG>GL_MAX_PIXEL_MAP_TABLE</STRONG>.	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if <EM>map</EM> is <STRONG>GL_PIXEL_MAP_I_TO_I</STRONG>,	  <STRONG>GL_PIXEL_MAP_S_TO_S</STRONG>, <STRONG>GL_PIXEL_MAP_I_TO_R</STRONG>,	  <STRONG>GL_PIXEL_MAP_I_TO_G</STRONG>, <STRONG>GL_PIXEL_MAP_I_TO_B</STRONG>, or	  <STRONG>GL_PIXEL_MAP_I_TO_A</STRONG>, and <EM>mapsize</EM> is not a power of two.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglPixelMap</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>fglGetPixelMap</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_PIXEL_MAP_I_TO_I_SIZE</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_PIXEL_MAP_S_TO_S_SIZE</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_PIXEL_MAP_I_TO_R_SIZE</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_PIXEL_MAP_I_TO_G_SIZE</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_PIXEL_MAP_I_TO_B_SIZE</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_PIXEL_MAP_I_TO_A_SIZE</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_PIXEL_MAP_R_TO_R_SIZE</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_PIXEL_MAP_G_TO_G_SIZE</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_PIXEL_MAP_B_TO_B_SIZE</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_PIXEL_MAP_A_TO_A_SIZE</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_MAX_PIXEL_MAP_TABLE</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglCopyPixels</STRONG>, <STRONG>fglCopyTexImage1D</STRONG>, <STRONG>fglCopyTexImage2D</STRONG>,	  <STRONG>fglCopyTexSubImage1D</STRONG>,	<STRONG>fglCopyTexSubImage2D</STRONG>, <STRONG>fglDrawPixels</STRONG>,	  <STRONG>fglPixelStore</STRONG>, <STRONG>fglPixelTransfer</STRONG>, <STRONG>fglReadPixels</STRONG>,	  <STRONG>fglTexImage1D</STRONG>, <STRONG>fglTexImage2D</STRONG>,	<STRONG>fglTexSubImage1D</STRONG>,	  <STRONG>fglTexSubImage2D</STRONG></PRE></BODY></HTML>

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