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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglDrawElements</STRONG> - render primitives from array data     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglDrawElements</STRONG>( INTEGER*4	<EM>mode</EM>,				      INTEGER*4	<EM>count</EM>,				      INTEGER*4	<EM>type</EM>,				      CHARACTER*8 <EM>indices</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>mode</EM>	   Specifies what kind of primitives to	render.		   Symbolic constants <STRONG>GL_POINTS</STRONG>, <STRONG>GL_LINE_STRIP</STRONG>,		   <STRONG>GL_LINE_LOOP</STRONG>, <STRONG>GL_LINES</STRONG>, <STRONG>GL_TRIANGLE_STRIP</STRONG>,		   <STRONG>GL_TRIANGLE_FAN</STRONG>, <STRONG>GL_TRIANGLES</STRONG>, <STRONG>GL_QUAD_STRIP</STRONG>,		   <STRONG>GL_QUADS</STRONG>, and <STRONG>GL_POLYGON</STRONG> are	accepted.	  <EM>count</EM>	   Specifies the number	of elements to be rendered.	  <EM>type</EM>	   Specifies the type of the values in <EM>indices</EM>.	Must		   be one of <STRONG>GL_UNSIGNED_BYTE</STRONG>, <STRONG>GL_UNSIGNED_SHORT</STRONG>, or		   <STRONG>GL_UNSIGNED_INT</STRONG>.	  <EM>indices</EM>  Specifies a pointer to the location where the		   indices are stored.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fglDrawElements</STRONG> specifies multiple geometric primitives with	  very few subroutine calls. Instead of	calling	a GL function	  to pass each individual vertex, normal, texture coordinate,	  edge flag, or	color, you can prespecify separate arrays of	  vertexes, normals, and so on and use them to construct a	  sequence of primitives with a	single call to	  <STRONG>fglDrawElements</STRONG>.	  When <STRONG>fglDrawElements</STRONG> is called, it uses <EM>count</EM>	sequential	  elements from	an enabled array, starting at <EM>indices</EM> to	  construct a sequence of geometric primitives.	<EM>mode</EM> specifies	  what kind of primitives are constructed, and how the array	  elements construct these primitives. If more than one	array	  is enabled, each is used. If <STRONG>GL_VERTEX_ARRAY</STRONG> is not enabled,	  no geometric primitives are constructed.	  Vertex attributes that are modified by <STRONG>fglDrawElements</STRONG> have	  an unspecified value after <STRONG>fglDrawElements</STRONG> returns. For	  example, if <STRONG>GL_COLOR_ARRAY</STRONG> is	enabled, the value of the	  current color	is undefined after <STRONG>fglDrawElements</STRONG> executes.	  Attributes that aren't modified remain well defined.     <STRONG>NOTES</STRONG>	  <STRONG>fglDrawElements</STRONG> is available only if the GL version is 1.1	  or greater.	  <STRONG>fglDrawElements</STRONG> is included in display lists.	If	  <STRONG>fglDrawElements</STRONG> is entered into a display list, the	  necessary array data (determined by the array	pointers and	  enables) is also entered into	the display list. Because the	  array	pointers and enables are client-side state, their	  values affect	display	lists when the lists are created, not	  when the lists are executed.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>mode</EM> is not an accepted	  value.	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if <EM>count</EM> is negative.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglDrawElements</STRONG> is	  executed between the execution of <STRONG>fglBegin</STRONG> and the	  corresponding	<STRONG>fglEnd</STRONG>.     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglArrayElement</STRONG>, <STRONG>fglColorPointer</STRONG>, <STRONG>fglDrawArrays</STRONG>,	  <STRONG>fglEdgeFlagPointer</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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