📄 texcoord.html
字号:
<HTML>
<BODY>
<PRE>
<STRONG>NAME</STRONG>
<STRONG>glTexCoord1d,</STRONG> <STRONG>glTexCoord1f,</STRONG> <STRONG>glTexCoord1i,</STRONG> <STRONG>glTexCoord1s,</STRONG>
<STRONG>glTexCoord2d,</STRONG> <STRONG>glTexCoord2f,</STRONG> <STRONG>glTexCoord2i,</STRONG> <STRONG>glTexCoord2s,</STRONG>
<STRONG>glTexCoord3d,</STRONG> <STRONG>glTexCoord3f,</STRONG> <STRONG>glTexCoord3i,</STRONG> <STRONG>glTexCoord3s,</STRONG>
<STRONG>glTexCoord4d,</STRONG> <STRONG>glTexCoord4f,</STRONG> <STRONG>glTexCoord4i,</STRONG> <STRONG>glTexCoord4s,</STRONG>
<STRONG>glTexCoord1dv,</STRONG> <STRONG>glTexCoord1fv,</STRONG> <STRONG>glTexCoord1iv,</STRONG> <STRONG>glTexCoord1sv,</STRONG>
<STRONG>glTexCoord2dv,</STRONG> <STRONG>glTexCoord2fv,</STRONG> <STRONG>glTexCoord2iv,</STRONG> <STRONG>glTexCoord2sv,</STRONG>
<STRONG>glTexCoord3dv,</STRONG> <STRONG>glTexCoord3fv,</STRONG> <STRONG>glTexCoord3iv,</STRONG> <STRONG>glTexCoord3sv,</STRONG>
<STRONG>glTexCoord4dv,</STRONG> <STRONG>glTexCoord4fv,</STRONG> <STRONG>glTexCoord4iv,</STRONG> <STRONG>glTexCoord4sv</STRONG> -
set the current texture coordinates
<STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
void <STRONG>glTexCoord1d</STRONG>( GLdouble <EM>s</EM> )
void <STRONG>glTexCoord1f</STRONG>( GLfloat <EM>s</EM> )
void <STRONG>glTexCoord1i</STRONG>( GLint <EM>s</EM> )
void <STRONG>glTexCoord1s</STRONG>( GLshort <EM>s</EM> )
void <STRONG>glTexCoord2d</STRONG>( GLdouble <EM>s</EM>,
GLdouble <EM>t</EM> )
void <STRONG>glTexCoord2f</STRONG>( GLfloat <EM>s</EM>,
GLfloat <EM>t</EM> )
void <STRONG>glTexCoord2i</STRONG>( GLint <EM>s</EM>,
GLint <EM>t</EM> )
void <STRONG>glTexCoord2s</STRONG>( GLshort <EM>s</EM>,
GLshort <EM>t</EM> )
void <STRONG>glTexCoord3d</STRONG>( GLdouble <EM>s</EM>,
GLdouble <EM>t</EM>,
GLdouble <EM>r</EM> )
void <STRONG>glTexCoord3f</STRONG>( GLfloat <EM>s</EM>,
GLfloat <EM>t</EM>,
GLfloat <EM>r</EM> )
void <STRONG>glTexCoord3i</STRONG>( GLint <EM>s</EM>,
GLint <EM>t</EM>,
GLint <EM>r</EM> )
void <STRONG>glTexCoord3s</STRONG>( GLshort <EM>s</EM>,
GLshort <EM>t</EM>,
GLshort <EM>r</EM> )
void <STRONG>glTexCoord4d</STRONG>( GLdouble <EM>s</EM>,
GLdouble <EM>t</EM>,
GLdouble <EM>r</EM>,
GLdouble <EM>q</EM> )
void <STRONG>glTexCoord4f</STRONG>( GLfloat <EM>s</EM>,
GLfloat <EM>t</EM>,
GLfloat <EM>r</EM>,
GLfloat <EM>q</EM> )
void <STRONG>glTexCoord4i</STRONG>( GLint <EM>s</EM>,
GLint <EM>t</EM>,
GLint <EM>r</EM>,
GLint <EM>q</EM> )
void <STRONG>glTexCoord4s</STRONG>( GLshort <EM>s</EM>,
GLshort <EM>t</EM>,
GLshort <EM>r</EM>,
GLshort <EM>q</EM> )
<STRONG>PARAMETERS</STRONG>
<EM>s</EM>, <EM>t</EM>, <EM>r</EM>, <EM>q</EM>
Specify <EM>s</EM>, <EM>t</EM>, <EM>r</EM>, and <EM>q</EM> texture coordinates. Not
all parameters are present in all forms of the
command.
<STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
void <STRONG>glTexCoord1dv</STRONG>( const GLdouble *<EM>v</EM> )
void <STRONG>glTexCoord1fv</STRONG>( const GLfloat *<EM>v</EM> )
void <STRONG>glTexCoord1iv</STRONG>( const GLint *<EM>v</EM> )
void <STRONG>glTexCoord1sv</STRONG>( const GLshort *<EM>v</EM> )
void <STRONG>glTexCoord2dv</STRONG>( const GLdouble *<EM>v</EM> )
void <STRONG>glTexCoord2fv</STRONG>( const GLfloat *<EM>v</EM> )
void <STRONG>glTexCoord2iv</STRONG>( const GLint *<EM>v</EM> )
void <STRONG>glTexCoord2sv</STRONG>( const GLshort *<EM>v</EM> )
void <STRONG>glTexCoord3dv</STRONG>( const GLdouble *<EM>v</EM> )
void <STRONG>glTexCoord3fv</STRONG>( const GLfloat *<EM>v</EM> )
void <STRONG>glTexCoord3iv</STRONG>( const GLint *<EM>v</EM> )
void <STRONG>glTexCoord3sv</STRONG>( const GLshort *<EM>v</EM> )
void <STRONG>glTexCoord4dv</STRONG>( const GLdouble *<EM>v</EM> )
void <STRONG>glTexCoord4fv</STRONG>( const GLfloat *<EM>v</EM> )
void <STRONG>glTexCoord4iv</STRONG>( const GLint *<EM>v</EM> )
void <STRONG>glTexCoord4sv</STRONG>( const GLshort *<EM>v</EM> )
<STRONG>PARAMETERS</STRONG>
<EM>v</EM> Specifies a pointer to an array of one, two, three, or
four elements, which in turn specify the <EM>s</EM>, <EM>t</EM>, <EM>r</EM>, and <EM>q</EM>
texture coordinates.
<STRONG>DESCRIPTION</STRONG>
<STRONG>glTexCoord</STRONG> specifies texture coordinates in one, two, three,
or four dimensions. <STRONG>glTexCoord1</STRONG> sets the current texture
coordinates to (<EM>s</EM>, 0, 0, 1); a call to
<STRONG>glTexCoord2</STRONG> sets them to (<EM>s</EM>, <EM>t</EM>, 0, 1). Similarly,
<STRONG>glTexCoord3</STRONG> specifies the texture coordinates as (<EM>s</EM>, <EM>t</EM>, <EM>r</EM>,
1), and <STRONG>glTexCoord4</STRONG> defines all four components explicitly
as (<EM>s</EM>, <EM>t</EM>, <EM>r</EM>, <EM>q</EM>).
The current texture coordinates are part of the data that is
associated with each vertex and with the current raster
position. Initially, the values for <EM>s</EM>, <EM>t</EM>, <EM>r</EM>, and <EM>q</EM> are (0,
0, 0, 1).
<STRONG>NOTES</STRONG>
The current texture coordinates can be updated at any time.
In particular,
<STRONG>glTexCoord</STRONG> can be called between a call to <STRONG>glBegin</STRONG> and the
corresponding call to <STRONG>glEnd</STRONG>.
<STRONG>ASSOCIATED</STRONG> <STRONG>GETS</STRONG>
<STRONG>glGet</STRONG> with argument <STRONG>GL_CURRENT_TEXTURE_COORDS</STRONG>
<STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>
<STRONG>glTexCoordPointer</STRONG>, <STRONG>glVertex</STRONG>
</PRE>
</BODY>
</HTML>
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -