📄 fglarrayelement.html
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<HTML><BODY><PRE> <STRONG>NAME</STRONG> <STRONG>fglArrayElement</STRONG> - render a vertex using the specified vertex array element <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG> SUBROUTINE <STRONG>fglArrayElement</STRONG>( INTEGER*4 <EM>i</EM> ) <STRONG>PARAMETERS</STRONG> <EM>i</EM> Specifies an index into the enabled vertex data arrays. <STRONG>DESCRIPTION</STRONG> <STRONG>fglArrayElement</STRONG> commands are used within <STRONG>fglBegin</STRONG>/<STRONG>fglEnd</STRONG> pairs to specify vertex and attribute data for point, line, and polygon primitives. If <STRONG>GL_VERTEX_ARRAY</STRONG> is enabled when <STRONG>fglArrayElement</STRONG> is called, a single vertex is drawn, using vertex and attribute data taken from location <EM>i</EM> of the enabled arrays. If <STRONG>GL_VERTEX_ARRAY</STRONG> is not enabled, no drawing occurs but the attributes corresponding to the enabled arrays are modified. Use <STRONG>fglArrayElement</STRONG> to construct primitives by indexing vertex data, rather than by streaming through arrays of data in first-to-last order. Because each call specifies only a single vertex, it is possible to explicitly specify per- primitive attributes such as a single normal per individual triangle. Changes made to array data between the execution of <STRONG>fglBegin</STRONG> and the corresponding execution of <STRONG>fglEnd</STRONG> may affect calls to <STRONG>fglArrayElement</STRONG> that are made within the same <STRONG>fglBegin</STRONG>/<STRONG>fglEnd</STRONG> period in non-sequential ways. That is, a call to <STRONG>fglArrayElement</STRONG> that precedes a change to array data may access the changed data, and a call that follows a change to array data may access original data. <STRONG>NOTES</STRONG> <STRONG>fglArrayElement</STRONG> is available only if the GL version is 1.1 or greater. <STRONG>fglArrayElement</STRONG> is included in display lists. If <STRONG>fglArrayElement</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>SEE</STRONG> <STRONG>ALSO</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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