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📄 fglpassthrough.html

📁 计算机图形学~想必是很多人需要的~在此共享一下
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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglPassThrough</STRONG> - place a marker in the feedback buffer     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglPassThrough</STRONG>( REAL*4 <EM>token</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>token</EM>	 Specifies a marker value to be	placed in the feedback		 buffer	following a <STRONG>GL_PASS_THROUGH_TOKEN</STRONG>.     <STRONG>DESCRIPTION</STRONG>	  Feedback is a	GL render mode.	 The mode is selected by	  calling <STRONG>fglRenderMode</STRONG>	with <STRONG>GL_FEEDBACK</STRONG>.  When	the GL is in	  feedback mode, no pixels are produced	by rasterization.	  Instead, information about primitives	that would have	been	  rasterized is	fed back to the	application using the GL.  See	  the <STRONG>fglFeedbackBuffer</STRONG>	reference page for a description of	  the feedback buffer and the values in	it.	  <STRONG>fglPassThrough</STRONG> inserts a user-defined	marker in the feedback	  buffer when it is executed in	feedback mode. <EM>token</EM> is	  returned as if it were a primitive; it is indicated with its	  own unique identifying value:	 <STRONG>GL_PASS_THROUGH_TOKEN</STRONG>.	 The	  order	of <STRONG>fglPassThrough</STRONG> commands with	respect	to the	  specification	of graphics primitives is maintained.     <STRONG>NOTES</STRONG>	  <STRONG>fglPassThrough</STRONG> is ignored if the GL is not in	feedback mode.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglPassThrough</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>fglGet</STRONG> with argument <STRONG>GL_RENDER_MODE</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglFeedbackBuffer</STRONG>, <STRONG>fglRenderMode</STRONG></PRE></BODY></HTML>

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