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	       If <STRONG>GL_MAP_COLOR</STRONG> is true,	each color component is	scaled	       by the size of lookup table <STRONG>GL_PIXEL_MAP_c_TO_c</STRONG>,	then	       replaced	by the value that it references	in that	table.	       <EM>c</EM> is R, G, B, or	A respectively.	       The GL then converts the	resulting RGBA colors to	       fragments by attaching the current raster position <EM>z</EM>	       coordinate and texture coordinates to each pixel, then	       assigning x and y window	coordinates to the nth	       fragment	such that			       x  = x  + n mod width				n    r				y  = y	+ | n/width |				 n    r	       where (x	,y ) is	the current raster position.  These	       pixel fr<STRONG>a</STRONG>gm<STRONG>e</STRONG>nts are then	treated	just like the	       fragments generated by rasterizing points, lines, or	       polygons.  Texture mapping, fog,	and all	the fragment	       operations are applied before the fragments are written	       to the frame buffer.	  <STRONG>GL_RED</STRONG>	       Each pixel is a single red component.  This component	       is converted to the internal floating-point format in	       the same	way the	red component of an RGBA pixel is. It	       is then converted to an RGBA pixel with green and blue	       set to 0, and alpha set to 1.  After this conversion,	       the pixel is treated as if it had been read as an RGBA	       pixel.	  <STRONG>GL_GREEN</STRONG>	       Each pixel is a single green component.	This component	       is converted to the internal floating-point format in	       the same	way the	green component	of an RGBA pixel is.	       It is then converted to an RGBA pixel with red and blue	       set to 0, and alpha set to 1.  After this conversion,	       the pixel is treated as if it had been read as an RGBA	       pixel.	  <STRONG>GL_BLUE</STRONG>	       Each pixel is a single blue component.  This component	       is converted to the internal floating-point format in	       the same	way the	blue component of an RGBA pixel	is.	       It is then converted to an RGBA pixel with red and	       green set to 0, and alpha set to	1.  After this	       conversion, the pixel is	treated	as if it had been read	       as an RGBA pixel.	  <STRONG>GL_ALPHA</STRONG>	       Each pixel is a single alpha component.	This component	       is converted to the internal floating-point format in	       the same	way the	alpha component	of an RGBA pixel is.	       It is then converted to an RGBA pixel with red, green,	       and blue	set to 0.  After this conversion, the pixel is	       treated as if it	had been read as an RGBA pixel.	  <STRONG>GL_RGB</STRONG>	       Each pixel is a three-component group:  red first,	       followed	by green, followed by blue.  Each component is	       converted to the	internal floating-point	format in the	       same way	the red, green,	and blue components of an RGBA	       pixel are.  The color triple is converted to an RGBA	       pixel with alpha	set to 1.  After this conversion, the	       pixel is	treated	as if it had been read as an RGBA	       pixel.	  <STRONG>GL_LUMINANCE</STRONG>	       Each pixel is a single luminance	component.  This	       component is converted to the internal floating-point	       format in the same way the red component	of an RGBA	       pixel is.  It is	then converted to an RGBA pixel	with	       red, green, and blue set	to the converted luminance	       value, and alpha	set to 1.  After this conversion, the	       pixel is	treated	as if it had been read as an RGBA	       pixel.	  <STRONG>GL_LUMINANCE_ALPHA</STRONG>	       Each pixel is a two-component group:  luminance first,	       followed	by alpha.  The two components are converted to	       the internal floating-point format in the same way the	       red component of	an RGBA	pixel is.  They	are then	       converted to an RGBA pixel with red, green, and blue	       set to the converted luminance value, and alpha set to	       the converted alpha value.  After this conversion, the	       pixel is	treated	as if it had been read as an RGBA	       pixel.	  The following	table summarizes the meaning of	the valid	  constants for	the <EM>type</EM> parameter:	  ____________________________________________________________	  |	 <EM>type</EM>	     |		 <EM>corresponding</EM> <EM>type</EM>	      |	  <EM>|</EM>__________________<EM>|</EM>________________________________________|	  |GL_UNSIGNED_BYTE  |	       unsigned	8-bit integer	      |	  |	GL_BYTE	     |		signed 8-bit integer	      |	  |    GL_BITMAP     | single bits in unsigned 8-bit integers |	  |GL_UNSIGNED_SHORT |	      unsigned 16-bit integer	      |	  |    GL_SHORT	     |	       signed 16-bit integer	      |	  | GL_UNSIGNED_INT  |	      unsigned 32-bit integer	      |	  |	GL_INT	     |		   32-bit integer	      |	  |    GL_FLOAT	     |	  single-precision floating-point     |	  <EM>|</EM>__________________<EM>|</EM>________________________________________|	  The rasterization described so far assumes pixel zoom	  factors of 1.	 If	  <STRONG>fglPixelZoom</STRONG> is used to change the x and y pixel zoom	  factors, pixels are converted	to fragments as	follows.  If	  (x , y ) is the current raster position, and a given pixel	  isrin	<STRONG>t</STRONG>he nth	column and mth row of the pixel	rectangle,	  then fragments are generated for pixels whose	centers	are in	  the rectangle	with corners at			       (x +zoom	n, y +zoom m)				 r     x    r	  y			   (x +zoom (n+1), y +zoom (m+1))			     r	   x	    r	  y	  where	zoom  is the value of <STRONG>GL_ZOOM_X</STRONG>	and zoom  is the value	  of <STRONG>GL_ZOOM_Y</STRONG>.					y     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if either <EM>width</EM>	or <EM>height</EM> is	  negative.	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>format</EM> or <EM>type</EM> is not	one of	  the accepted values.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <EM>format</EM> is <STRONG>GL_RED</STRONG>,	  <STRONG>GL_GREEN</STRONG>, <STRONG>GL_BLUE</STRONG>, <STRONG>GL_ALPHA</STRONG>, <STRONG>GL_RGB</STRONG>, <STRONG>GL_RGBA</STRONG>,	<STRONG>GL_LUMINANCE</STRONG>,	  or <STRONG>GL_LUMINANCE_ALPHA</STRONG>, and the GL is in color	index mode.	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>type</EM> is <STRONG>GL_BITMAP</STRONG> and	<EM>format</EM>	  is not either	<STRONG>GL_COLOR_INDEX</STRONG> or <STRONG>GL_STENCIL_INDEX</STRONG>.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <EM>format</EM> is	  <STRONG>GL_STENCIL_INDEX</STRONG> and there is	no stencil buffer.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglDrawPixels</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>fglGet</STRONG> with argument <STRONG>GL_CURRENT_RASTER_POSITION</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_CURRENT_RASTER_POSITION_VALID</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglAlphaFunc</STRONG>,	<STRONG>fglBlendFunc</STRONG>, <STRONG>fglCopyPixels</STRONG>, <STRONG>fglDepthFunc</STRONG>,	  <STRONG>fglLogicOp</STRONG>, <STRONG>fglPixelMap</STRONG>, <STRONG>fglPixelStore</STRONG>, <STRONG>fglPixelTransfer</STRONG>,	  <STRONG>fglPixelZoom</STRONG>,	<STRONG>fglRasterPos</STRONG>, <STRONG>fglReadPixels</STRONG>, <STRONG>fglScissor</STRONG>,	  <STRONG>fglStencilFunc</STRONG></PRE></BODY></HTML>

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