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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglBegin,</STRONG> <STRONG>fglEnd</STRONG> - delimit the vertices of a primitive or a	  group	of like	primitives     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglBegin</STRONG>( INTEGER*4 <EM>mode</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>mode</EM>	Specifies the primitive	or primitives that will	be		created	from vertices presented	between	<STRONG>fglBegin</STRONG> and		the subsequent <STRONG>fglEnd</STRONG>.	Ten symbolic constants are		accepted:  <STRONG>GL_POINTS</STRONG>, <STRONG>GL_LINES</STRONG>,	<STRONG>GL_LINE_STRIP</STRONG>,		<STRONG>GL_LINE_LOOP</STRONG>, <STRONG>GL_TRIANGLES</STRONG>, <STRONG>GL_TRIANGLE_STRIP</STRONG>,		<STRONG>GL_TRIANGLE_FAN</STRONG>, <STRONG>GL_QUADS</STRONG>, <STRONG>GL_QUAD_STRIP</STRONG>, and		<STRONG>GL_POLYGON</STRONG>.     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglEnd</STRONG>( )     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fglBegin</STRONG> and <STRONG>fglEnd</STRONG> delimit the vertices that	define a	  primitive or a group of like primitives.  <STRONG>fglBegin</STRONG> accepts a	  single argument that specifies in which of ten ways the	  vertices are interpreted.  Taking <EM>n</EM> as an integer count	  starting at one, and <EM>N</EM> as the	total number of	vertices	  specified, the interpretations are as	follows:	  <STRONG>GL_POINTS</STRONG>	       Treats each vertex as a single point.			       Vertex <EM>n</EM>	defines	point <EM>n</EM>.  <EM>N</EM> points are			       drawn.	  <STRONG>GL_LINES</STRONG>	       Treats each pair	of vertices as an			       independent line	segment.  Vertices			       <EM>2n</EM>-<EM>1</EM> and	<EM>2n</EM> define line <EM>n</EM>.  <EM>N</EM>/<EM>2</EM> lines			       are drawn.	  <STRONG>GL_LINE_STRIP</STRONG>	       Draws a connected group of line			       segments	from the first vertex to the			       last.  Vertices <EM>n</EM> and <EM>n</EM>+<EM>1</EM> define	line			       <EM>n</EM>.  <EM>N</EM>-<EM>1</EM> lines are drawn.	  <STRONG>GL_LINE_LOOP</STRONG>	       Draws a connected group of line			       segments	from the first vertex to the			       last, then back to the first.  Vertices			       <EM>n</EM> and <EM>n</EM>+<EM>1</EM> define	line <EM>n</EM>.	 The last			       line, however, is defined by vertices <EM>N</EM>			       and <EM>1</EM>.  <EM>N</EM> lines are drawn.	  <STRONG>GL_TRIANGLES</STRONG>	       Treats each triplet of vertices as an			       independent triangle.  Vertices <EM>3n</EM>-<EM>2</EM>,			       <EM>3n</EM>-<EM>1</EM>, and <EM>3n</EM> define triangle <EM>n</EM>.	<EM>N</EM>/<EM>3</EM>			       triangles are drawn.	  <STRONG>GL_TRIANGLE_STRIP</STRONG>    Draws a connected group of triangles.			       One triangle is defined for each	vertex			       presented after the first two vertices.			       For odd <EM>n</EM>, vertices <EM>n</EM>, <EM>n</EM>+<EM>1</EM>, and <EM>n</EM>+<EM>2</EM>			       define triangle <EM>n</EM>.  For even <EM>n</EM>,			       vertices	<EM>n</EM>+<EM>1</EM>, <EM>n</EM>,	and <EM>n</EM>+<EM>2</EM>	define			       triangle	<EM>n</EM>.  <EM>N</EM>-<EM>2</EM>	triangles are drawn.	  <STRONG>GL_TRIANGLE_FAN</STRONG>      Draws a connected group of triangles.			       One triangle is defined for each	vertex			       presented after the first two vertices.			       Vertices	<EM>1</EM>, <EM>n</EM>+<EM>1</EM>,	and <EM>n</EM>+<EM>2</EM>	define			       triangle	<EM>n</EM>.  <EM>N</EM>-<EM>2</EM>	triangles are drawn.	  <STRONG>GL_QUADS</STRONG>	       Treats each group of four vertices as			       an independent quadrilateral.  Vertices			       <EM>4n</EM>-<EM>3</EM>, <EM>4n</EM>-<EM>2</EM>, <EM>4n</EM>-<EM>1</EM>, and <EM>4n</EM>	define			       quadrilateral <EM>n</EM>.	 <EM>N</EM>/<EM>4</EM> quadrilaterals			       are drawn.	  <STRONG>GL_QUAD_STRIP</STRONG>	       Draws a connected group of			       quadrilaterals.	One quadrilateral is			       defined for each	pair of	vertices			       presented after the first pair.			       Vertices	<EM>2n</EM>-<EM>1</EM>, <EM>2n</EM>, <EM>2n</EM>+<EM>2</EM>,	and <EM>2n</EM>+<EM>1</EM>			       define quadrilateral <EM>n</EM>.	<EM>N</EM>/<EM>2</EM>-<EM>1</EM>			       quadrilaterals are drawn.  Note that			       the order in which vertices are used to			       construct a quadrilateral from strip			       data is different from that used	with			       independent data.	  <STRONG>GL_POLYGON</STRONG>	       Draws a single, convex polygon.			       Vertices	<EM>1</EM> through <EM>N</EM> define this			       polygon.	  Only a subset	of GL commands can be used between <STRONG>fglBegin</STRONG>	  and <STRONG>fglEnd</STRONG>.  The commands are	<STRONG>fglVertex</STRONG>, <STRONG>fglColor</STRONG>, <STRONG>fglIndex</STRONG>,	  <STRONG>fglNormal</STRONG>, <STRONG>fglTexCoord</STRONG>, <STRONG>fglEvalCoord</STRONG>,	<STRONG>fglEvalPoint</STRONG>,	  <STRONG>fglArrayElement</STRONG>, <STRONG>fglMaterial</STRONG>,	and <STRONG>fglEdgeFlag</STRONG>.  Also,	it is	  acceptable to	use <STRONG>fglCallList</STRONG>	or <STRONG>fglCallLists</STRONG>	to execute	  display lists	that include only the preceding	commands.  If	  any other GL command is executed between <STRONG>fglBegin</STRONG> and	  <STRONG>fglEnd</STRONG>, the error flag is set	and the	command	is ignored.	  Regardless of	the value chosen for <EM>mode</EM>, there is no limit	  to the number	of vertices that can be	defined	between	  <STRONG>fglBegin</STRONG> and <STRONG>fglEnd</STRONG>.	Lines, triangles, quadrilaterals, and	  polygons that	are incompletely specified are not drawn.	  Incomplete specification results when	either too few	  vertices are provided	to specify even	a single primitive or	  when an incorrect multiple of	vertices is specified. The	  incomplete primitive is ignored; the rest are	drawn.	  The minimum specification of vertices	for each primitive is	  as follows:  1 for a point, 2	for a line, 3 for a triangle,	  4 for	a quadrilateral, and 3 for a polygon.  Modes that	  require a certain multiple of	vertices are <STRONG>GL_LINES</STRONG> (2),	  <STRONG>GL_TRIANGLES</STRONG> (3), <STRONG>GL_QUADS</STRONG> (4), and <STRONG>GL_QUAD_STRIP</STRONG> (2).     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>mode</EM> is set to an unaccepted	  value.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglBegin</STRONG>	is executed	  between a <STRONG>fglBegin</STRONG> and the corresponding execution of	  <STRONG>fglEnd</STRONG>.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglEnd</STRONG> is executed	  without being	preceded by a <STRONG>fglBegin</STRONG>.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if a command other than	  <STRONG>fglVertex</STRONG>, <STRONG>fglColor</STRONG>, <STRONG>fglIndex</STRONG>, <STRONG>fglNormal</STRONG>, <STRONG>fglTexCoord</STRONG>,	  <STRONG>fglEvalCoord</STRONG>,	<STRONG>fglEvalPoint</STRONG>, <STRONG>fglArrayElement</STRONG>, <STRONG>fglMaterial</STRONG>,	  <STRONG>fglEdgeFlag</STRONG>, <STRONG>fglCallList</STRONG>, or <STRONG>fglCallLists</STRONG> is executed	  between the execution	of <STRONG>fglBegin</STRONG> and	the corresponding	  execution <STRONG>fglEnd</STRONG>.	  Execution of <STRONG>fglEnableClientState</STRONG>, <STRONG>fglDisableClientState</STRONG>,	  <STRONG>fglEdgeFlagPointer</STRONG>, <STRONG>fglTexCoordPointer</STRONG>, <STRONG>fglColorPointer</STRONG>,	  <STRONG>fglIndexPointer</STRONG>, <STRONG>fglNormalPointer</STRONG>,	  <STRONG>fglVertexPointer</STRONG>, <STRONG>fglInterleavedArrays</STRONG>, or <STRONG>fglPixelStore</STRONG> is	  not allowed after a call to <STRONG>fglBegin</STRONG> and before the	  corresponding	call to	<STRONG>fglEnd</STRONG>,	but an error may or may	not be	  generated.     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglArrayElement</STRONG>, <STRONG>fglCallList</STRONG>,	<STRONG>fglCallLists</STRONG>, <STRONG>fglColor</STRONG>,	  <STRONG>fglEdgeFlag</STRONG>, <STRONG>fglEvalCoord</STRONG>,	  <STRONG>fglEvalPoint</STRONG>,	<STRONG>fglIndex</STRONG>, <STRONG>fglMaterial</STRONG>, <STRONG>fglNormal</STRONG>, <STRONG>fglTexCoord</STRONG>,	  <STRONG>fglVertex</STRONG></PRE></BODY></HTML>

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