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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglTexEnvf,</STRONG> <STRONG>fglTexEnvi,</STRONG> <STRONG>fglTexEnvfv,</STRONG> <STRONG>fglTexEnviv</STRONG> - set	  texture environment parameters     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglTexEnvf</STRONG>( INTEGER*4 <EM>target</EM>,				 INTEGER*4 <EM>pname</EM>,				 REAL*4	<EM>param</EM> )	  SUBROUTINE <STRONG>fglTexEnvi</STRONG>( INTEGER*4 <EM>target</EM>,				 INTEGER*4 <EM>pname</EM>,				 INTEGER*4 <EM>param</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>target</EM>  Specifies a texture environment.  Must be		  <STRONG>GL_TEXTURE_ENV</STRONG>.	  <EM>pname</EM>	  Specifies the	symbolic name of a single-valued		  texture environment parameter.  Must be		  <STRONG>GL_TEXTURE_ENV_MODE</STRONG>.	  <EM>param</EM>	  Specifies a single symbolic constant,	one of		  <STRONG>GL_MODULATE</STRONG>, <STRONG>GL_DECAL</STRONG>, <STRONG>GL_BLEND</STRONG>, or <STRONG>GL_REPLACE</STRONG>.     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglTexEnvfv</STRONG>( INTEGER*4 <EM>target</EM>,				  INTEGER*4 <EM>pname</EM>,				  CHARACTER*8 <EM>params</EM> )	  SUBROUTINE <STRONG>fglTexEnviv</STRONG>( INTEGER*4 <EM>target</EM>,				  INTEGER*4 <EM>pname</EM>,				  CHARACTER*8 <EM>params</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>target</EM>	       Specifies a texture environment.	 Must be	       <STRONG>GL_TEXTURE_ENV</STRONG>.	  <EM>pname</EM>	       Specifies the symbolic name of a	texture	environment	       parameter.  Accepted values are <STRONG>GL_TEXTURE_ENV_MODE</STRONG> and	       <STRONG>GL_TEXTURE_ENV_COLOR</STRONG>.	  <EM>params</EM>	       Specifies a pointer to a	parameter array	that contains	       either a	single symbolic	constant or an RGBA color.     <STRONG>DESCRIPTION</STRONG>	  A texture environment	specifies how texture values are	  interpreted when a fragment is textured.  <EM>target</EM> must	be	  <STRONG>GL_TEXTURE_ENV</STRONG>.  <EM>pname</EM> can be	either <STRONG>GL_TEXTURE_ENV_MODE</STRONG> or	  <STRONG>GL_TEXTURE_ENV_COLOR</STRONG>.	  If <EM>pname</EM> is <STRONG>GL_TEXTURE_ENV_MODE</STRONG>, then	<EM>params</EM> is (or points	  to) the symbolic name	of a texture function.	Four texture	  functions may	be specified:  <STRONG>GL_MODULATE</STRONG>, <STRONG>GL_DECAL</STRONG>,	  <STRONG>GL_BLEND</STRONG>, and	<STRONG>GL_REPLACE</STRONG>.	  A texture function acts on the fragment to be	textured using	  the texture image value that applies to the fragment (see	  <STRONG>fglTexParameter</STRONG>) and produces	an RGBA	color for that	  fragment.  The following table shows how the RGBA color is	  produced for each of the three texture functions that	can be	  chosen.  C is	a triple of color values (RGB) and A is	the	  associated alpha value.  RGBA	values extracted from a	  texture image	are in the range [0,1].	 The subscript f	  refers to the	incoming fragment, the subscript t to the	  texture image, the subscript c to the	texture	environment	  color, and subscript v indicates a value produced by the	  texture function.	  A texture image can have up to four components per texture	  element (see <STRONG>fglTexImage1D</STRONG>, <STRONG>fglTexImage2D</STRONG>,	  <STRONG>fglCopyTexImage1D</STRONG>, and <STRONG>fglCopyTexImage2D</STRONG>). In	a one-	  component image, L  indicates	that single component.	A	  two-component	imag<STRONG>e</STRONG> uses L  and A .  A three-component image	  has only a color value, C <STRONG>.</STRONG>  A fo<STRONG>u</STRONG>r-component	image has both	  a color value	C  and an a<STRONG>l</STRONG>pha	value A	.			 t		       t     _______________________________________________________________________     |<EM>Base</EM> <EM>internal</EM> ||		    <EM>Texture</EM> <EM>functions</EM>			    |     |	 <EM>format</EM>	    ||<STRONG>GL_MODULATE</STRONG>    <STRONG>GL_DECAL</STRONG>	    <STRONG>GL_BLEND</STRONG>	 <STRONG>GL_REPLACE</STRONG> |     <EM>|</EM>______________<EM>||</EM>______________________________________________________|     |	<STRONG>GL_ALPHA</STRONG>    ||	 C =C	  |		|    C =C      |   C =C	    |     |		    ||	A <STRONG>=</STRONG>A <STRONG>A</STRONG>	  |  undefined	|    Av=Af     |   Av=Af    |     <EM>|</EM>______________<EM>||</EM>___<STRONG>_</STRONG>__<STRONG>_</STRONG>_<STRONG>_</STRONG>___<EM>|</EM>_____________<EM>|</EM>_____<STRONG>_</STRONG>__<STRONG>_</STRONG>_____<EM>|</EM>____<STRONG>_</STRONG>__<STRONG>_</STRONG>____|     |<STRONG>GL_LUMINANCE</STRONG>  ||	C =L C	  |  undefined	| C =(1-L )C   |   C =L	    |     |	    1	    ||	 v  t f	  |		|  v +L	Ct  f  |    v  t    |     |		    ||		  |		|      t c     |	    |     |		    ||	 A =A	  |		|     A	=A     |   A =A	    |     <EM>|</EM>______________<EM>||</EM>____<STRONG>_</STRONG>__<STRONG>_</STRONG>____<EM>|</EM>_____________<EM>|</EM>______<STRONG>_</STRONG>__<STRONG>_</STRONG>____<EM>|</EM>____<STRONG>_</STRONG>__<STRONG>_</STRONG>____|     |<STRONG>GL_LUMINANCE</STRONG>  ||	C =L C	  |  undefined	| C =(1-L )C   |   C =L	    |     |	 <STRONG>_ALPHA</STRONG>	    ||	 v  t f	  |		|  v  +L <STRONG>C</STRONG>  f  |    v  t    |     |	    2	    ||		  |		|	t c    |	    |     |		    ||	A =A A	  |		|   A =A A     |   A =A	    |     <EM>|</EM>______________<EM>||</EM>___<STRONG>_</STRONG>__<STRONG>_</STRONG>_<STRONG>_</STRONG>___<EM>|</EM>_____________<EM>|</EM>____<STRONG>_</STRONG>__<STRONG>_</STRONG>_<STRONG>_</STRONG>____<EM>|</EM>____<STRONG>_</STRONG>__<STRONG>_</STRONG>____|     |<STRONG>GL_INTENSITY</STRONG>  ||	C =C I	  |  undefined	| C =(1-I )C   |   C =I	    |     |		    ||	 v  f t	  |		|  v +I	Ct  f  |    v  t    |     |		    ||		  |		|      t c     |	    |     |		    ||	A =A I	  |		| A =(1-I )A   |   A =I	    |     |		    ||	 v  f t	  |		|  v +I	At  f  |    v  t    |     <EM>|</EM>______________<EM>||</EM>____________<EM>|</EM>_____________<EM>|</EM>______<STRONG>_</STRONG>_<STRONG>_</STRONG>_____<EM>|</EM>____________|     |	 <STRONG>GL_RGB</STRONG>	    ||	C =C C	  |    C =C	| C =(1-C  C   |   C =C	    |     |	    3	    ||	 v  t f	  |	v  t	|  v  +C <STRONG>C</STRONG>) f  |    v  t    |     |		    ||		  |		|	t c    |	    |     |		    ||	 A =A	  |    A =A	|    A =A      |   A =A	    |     <EM>|</EM>______________<EM>||</EM>____<STRONG>_</STRONG>__<STRONG>_</STRONG>____<EM>|</EM>_____<STRONG>_</STRONG>__<STRONG>_</STRONG>____<EM>|</EM>_____<STRONG>_</STRONG>__<STRONG>_</STRONG>_____<EM>|</EM>____<STRONG>_</STRONG>__<STRONG>_</STRONG>____|     |	 <STRONG>GL_RGBA</STRONG>    ||	C =C C	  | C =(1-A )C	| C =(1-C  C   |   C =C	    |     |	    4	    ||	 v  t f	  |  v +A Ct  f	|  v  +C <STRONG>C</STRONG>) f  |    v  t    |     |		    ||		  |	 t t	|	t c    |	    |     |		    ||	A =A A	  |    A =A	|   A =A A     |   A =A	    |     <EM>|</EM>______________<EM>||</EM>___<STRONG>_</STRONG>__<STRONG>_</STRONG>_<STRONG>_</STRONG>___<EM>|</EM<STRONG>|</STRONG>_____<STRONG>_</STRONG>__<STRONG>_</STRONG>____<EM>|</EM<STRONG>|</STRONG>____<STRONG>_</STRONG>__<STRONG>_</STRONG>_<STRONG>_</STRONG>____<EM>|</EM<STRONG>|</STRONG>____<STRONG>_</STRONG>__<STRONG>_</STRONG>____|	  If <EM>pname</EM> is <STRONG>GL_TEXTURE_ENV_COLOR</STRONG>, <EM>params</EM> is a	pointer	to an	  array	that holds an RGBA color consisting of four values.	  Integer color	components are interpreted linearly such that	  the most positive integer maps to 1.0, and the most negative	  integer maps to -1.0.	 The values are	clamped	to the range	  [0,1]	when they are specified.  C  takes these four values.					   c	  <STRONG>GL_TEXTURE_ENV_MODE</STRONG> defaults to <STRONG>GL_MODULATE</STRONG> and	  <STRONG>GL_TEXTURE_ENV_COLOR</STRONG> defaults	to (0, 0, 0, 0).     <STRONG>NOTES</STRONG>	  <STRONG>GL_REPLACE</STRONG> may only be used if the GL	version	is 1.1 or	  greater.	  Internal formats other than 1, 2, 3, or 4 may	only be	used	  if the GL version is 1.1 or greater.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated when <EM>target</EM> or <EM>pname</EM> is not one	  of the accepted defined values, or when <EM>params</EM> should	have a	  defined constant value (based	on the value of	<EM>pname</EM>) and	  does not.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglTexEnv</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>fglGetTexEnv</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglCopyPixels</STRONG>, <STRONG>fglCopyTexImage1D</STRONG>, <STRONG>fglCopyTexImage2D</STRONG>,	  <STRONG>fglCopyTexSubImage1D</STRONG>,	<STRONG>fglCopyTexSubImage2D</STRONG>, <STRONG>fglTexImage1D</STRONG>,	  <STRONG>fglTexImage2D</STRONG>, <STRONG>fglTexParameter</STRONG>, <STRONG>fglTexSubImage1D</STRONG>,	  <STRONG>fglTexSubImage2D</STRONG></PRE></BODY></HTML>

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