📄 interleavedarrays.html
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<STRONG>NAME</STRONG>
<STRONG>glInterleavedArrays</STRONG> - simultaneously specify and enable
several interleaved arrays
<STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
void <STRONG>glInterleavedArrays</STRONG>( GLenum <EM>format</EM>,
GLsizei <EM>stride</EM>,
const GLvoid *<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>glInterleavedArrays</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>glInterleavedArrays</STRONG> is available only if the GL version is
1.1 or greater.
If <STRONG>glInterleavedArrays</STRONG> is called while compiling a display
list, it is not compiled into the list, and it is executed
immediately.
Execution of <STRONG>glInterleavedArrays</STRONG> is not allowed between the
execution of <STRONG>glBegin</STRONG> and the corresponding execution of
<STRONG>glEnd</STRONG>, but an error may or may not be generated. If no error
is generated, the operation is undefined.
<STRONG>glInterleavedArrays</STRONG> is typically implemented on the client
side.
Vertex array parameters are client-side state and are
therefore not saved or restored by <STRONG>glPushAttrib</STRONG> and
<STRONG>glPopAttrib</STRONG>. Use <STRONG>glPushClientAttrib</STRONG> and <STRONG>glPopClientAttrib</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>glArrayElement</STRONG>, <STRONG>glColorPointer</STRONG>, <STRONG>glDrawArrays</STRONG>,
<STRONG>glDrawElements</STRONG>, <STRONG>glEdgeFlagPointer</STRONG>, <STRONG>glEnableClientState</STRONG>,
<STRONG>glGetPointer</STRONG>, <STRONG>glIndexPointer</STRONG>, <STRONG>glNormalPointer</STRONG>,
<STRONG>glTexCoordPointer</STRONG>, <STRONG>glVertexPointer</STRONG>
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