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📄 fglinterleavedarrays.html

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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglInterleavedArrays</STRONG> - simultaneously	specify	and enable	  several interleaved arrays     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglInterleavedArrays</STRONG>( INTEGER*4 <EM>format</EM>,					   INTEGER*4 <EM>stride</EM>,					   CHARACTER*8 <EM>pointer</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>format</EM>   Specifies the type of array to enable. Symbolic		   constants <STRONG>GL_V2F</STRONG>, <STRONG>GL_V3F</STRONG>, <STRONG>GL_C4UB_V2F</STRONG>, <STRONG>GL_C4UB_V3F</STRONG>,		   <STRONG>GL_C3F_V3F</STRONG>, <STRONG>GL_N3F_V3F</STRONG>, <STRONG>GL_C4F_N3F_V3F</STRONG>, <STRONG>GL_T2F_V3F</STRONG>,		   <STRONG>GL_T4F_V4F</STRONG>, <STRONG>GL_T2F_C4UB_V3F</STRONG>,	<STRONG>GL_T2F_C3F_V3F</STRONG>,		   <STRONG>GL_T2F_N3F_V3F</STRONG>, <STRONG>GL_T2F_C4F_N3F_V3F</STRONG>, and		   <STRONG>GL_T4F_C4F_N3F_V4F</STRONG> are accepted.	  <EM>stride</EM>   Specifies the offset	in bytes between each		   aggregate array element.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fglInterleavedArrays</STRONG> lets you	specify	and enable individual	  color, normal, texture and vertex arrays whose elements are	  part of a larger aggregate array element.  For some	  implementations, this	is more	efficient than specifying the	  arrays seperately.	  If <EM>stride</EM> is 0, the aggregate	elements are stored	  consecutively.  Otherwise, <EM>stride</EM> bytes occur	between	the	  beginning of one aggregate array element and the beginning	  of the next aggregate	array element.	  <EM>format</EM> serves	as a 'key' describing the extraction of	  individual arrays from the aggregate array.  If <EM>format</EM>	  contains a T,	then texture coordinates are extracted from	  the interleaved array.  If C is present, color values	are	  extracted. If	N is present, normal coordinates are	  extracted.  Vertex coordinates are always extracted.	  The digits 2,	3, and 4 denote	how many values	are extracted.	  F indicates that values are extracted	as floating-point	  values.  Colors may also be extracted	as 4 unsigned bytes if	  4UB follows the C.  If a color is extracted as 4 unsigned	  bytes, the vertex array element which	follows	is located at	  the first possible floating-point aligned address.     <STRONG>NOTES</STRONG>	  <STRONG>fglInterleavedArrays</STRONG> is available only if the	GL version is	  1.1 or greater.	  If <STRONG>fglInterleavedArrays</STRONG> is called while compiling a display	  list,	it is not compiled into	the list, and it is executed	  immediately.	  Execution of <STRONG>fglInterleavedArrays</STRONG> is not allowed between the	  execution of <STRONG>fglBegin</STRONG>	and the	corresponding execution	of	  <STRONG>fglEnd</STRONG>, but an error may or may not be generated. If no	  error	is generated, the operation is undefined.	  <STRONG>fglInterleavedArrays</STRONG> is typically implemented	on the client	  side.	  Vertex array parameters are client-side state	and are	  therefore not	saved or restored by <STRONG>fglPushAttrib</STRONG> and	  <STRONG>fglPopAttrib</STRONG>.	 Use <STRONG>fglPushClientAttrib</STRONG> and	  <STRONG>fglPopClientAttrib</STRONG> instead.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>format</EM> is not	an accepted	  value.	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if <EM>stride</EM> is negative.     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglArrayElement</STRONG>, <STRONG>fglColorPointer</STRONG>, <STRONG>fglDrawArrays</STRONG>,	  <STRONG>fglDrawElements</STRONG>, <STRONG>fglEdgeFlagPointer</STRONG>, <STRONG>fglEnableClientState</STRONG>,	  <STRONG>fglGetPointer</STRONG>, <STRONG>fglIndexPointer</STRONG>, <STRONG>fglNormalPointer</STRONG>,	  <STRONG>fglTexCoordPointer</STRONG>, <STRONG>fglVertexPointer</STRONG></PRE></BODY></HTML>

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