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📄 fgltexcoordpointer.html

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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglTexCoordPointer</STRONG> - define an array of texture coordinates     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglTexCoordPointer</STRONG>( INTEGER*4 <EM>size</EM>,					 INTEGER*4 <EM>type</EM>,					 INTEGER*4 <EM>stride</EM>,					 CHARACTER*8 <EM>pointer</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>size</EM>	   Specifies the number	of coordinates per array		   element. Must be 1, 2, 3 or 4. The initial value is		   4.	  <EM>type</EM>	   Specifies the data type of each texture coordinate.		   Symbolic constants <STRONG>GL_SHORT</STRONG>,	<STRONG>GL_INT</STRONG>,	<STRONG>GL_FLOAT</STRONG>, or		   <STRONG>GL_DOUBLE</STRONG> are accepted. The initial value is		   <STRONG>GL_FLOAT</STRONG>.	  <EM>stride</EM>   Specifies the byte offset between consecutive array		   elements.  If <EM>stride</EM>	is 0, the array	elements are		   understood to be tightly packed. The	initial	value		   is 0.	  <EM>pointer</EM>  Specifies a pointer to the first coordinate of the		   first element in the	array.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fglTexCoordPointer</STRONG> specifies the location and	data format of	  an array of texture coordinates to use when rendering.  <EM>size</EM>	  specifies the	number of coordinates per element, and must be	  1, 2,	3, or 4.  <EM>type</EM> specifies the data type of each texture	  coordinate and <EM>stride</EM>	specifies the byte stride from one	  array	element	to the next allowing vertexes and attributes	  to be	packed into a single array or stored in	separate	  arrays.  (Single-array storage may be	more efficient on some	  implementations; see	  <STRONG>fglInterleavedArrays</STRONG>.)  When a texture coordinate array is	  specified, <EM>size</EM>, <EM>type</EM>, <EM>stride</EM>, and <EM>pointer</EM> are saved	  client-side state.	  To enable and	disable	the texture coordinate array, call	  <STRONG>fglEnableClientState</STRONG> and <STRONG>fglDisableClientState</STRONG> with the	  argument <STRONG>GL_TEXTURE_COORD_ARRAY</STRONG>. If enabled, the texture	  coordinate array is used when	<STRONG>fglDrawArrays</STRONG>, <STRONG>fglDrawElements</STRONG>	  or	  <STRONG>fglArrayElement</STRONG> is called.	  Use <STRONG>fglDrawArrays</STRONG> to construct a sequence of primitives (all	  of the same type) from prespecified vertex and vertex	  attribute arrays.  Use <STRONG>fglArrayElement</STRONG> to specify primitives	  by indexing vertexes and vertex attributes and	  <STRONG>fglDrawElements</STRONG> to construct a sequence of primitives	by	  indexing vertexes and	vertex attributes.     <STRONG>NOTES</STRONG>	  <STRONG>fglTexCoordPointer</STRONG> is	available only if the GL version is	  1.1 or greater.	  The texture coordinate array is initially disabled and it	  won't	be accessed when	  <STRONG>fglArrayElement</STRONG>, <STRONG>fglDrawElements</STRONG> or <STRONG>fglDrawArrays</STRONG> is called.	  Execution of <STRONG>fglTexCoordPointer</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>fglTexCoordPointer</STRONG> is	typically implemented on the client	  side with no protocol.	  The texture coordinate 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_VALUE</STRONG> is generated	if <EM>size</EM>	is not 1, 2, 3,	or 4.	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>type</EM> is not an accepted	  value.	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if <EM>stride</EM> is negative.     <STRONG>ASSOCIATED</STRONG>	<STRONG>GETS</STRONG>	  <STRONG>fglIsEnabled</STRONG> with argument <STRONG>GL_TEXTURE_COORD_ARRAY</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_TEXTURE_COORD_ARRAY_SIZE</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_TEXTURE_COORD_ARRAY_TYPE</STRONG>	  <STRONG>fglGetPointerv</STRONG> with argument <STRONG>GL_TEXTURE_COORD_ARRAY_POINTER</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglArrayElement</STRONG>, <STRONG>fglColorPointer</STRONG>, <STRONG>fglDrawArrays</STRONG>,	  <STRONG>fglDrawElements</STRONG>,	  <STRONG>fglEdgeFlagPointer</STRONG>, <STRONG>fglEnable</STRONG>, <STRONG>fglGetPointerv</STRONG>,	  <STRONG>fglIndexPointer</STRONG>, <STRONG>fglNormalPointer</STRONG>, <STRONG>fglPopClientAttrib</STRONG>,	  <STRONG>fglPushClientAttrib</STRONG>, <STRONG>fglTexCoord</STRONG>, <STRONG>fglVertexPointer</STRONG></PRE></BODY></HTML>

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