📄 normal.html
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<STRONG>NAME</STRONG>
<STRONG>glNormal3b,</STRONG> <STRONG>glNormal3d,</STRONG> <STRONG>glNormal3f,</STRONG> <STRONG>glNormal3i,</STRONG> <STRONG>glNormal3s,</STRONG>
<STRONG>glNormal3bv,</STRONG> <STRONG>glNormal3dv,</STRONG> <STRONG>glNormal3fv,</STRONG> <STRONG>glNormal3iv,</STRONG>
<STRONG>glNormal3sv</STRONG> - set the current normal vector
<STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
void <STRONG>glNormal3b</STRONG>( GLbyte <EM>nx</EM>,
GLbyte <EM>ny</EM>,
GLbyte <EM>nz</EM> )
void <STRONG>glNormal3d</STRONG>( GLdouble <EM>nx</EM>,
GLdouble <EM>ny</EM>,
GLdouble <EM>nz</EM> )
void <STRONG>glNormal3f</STRONG>( GLfloat <EM>nx</EM>,
GLfloat <EM>ny</EM>,
GLfloat <EM>nz</EM> )
void <STRONG>glNormal3i</STRONG>( GLint <EM>nx</EM>,
GLint <EM>ny</EM>,
GLint <EM>nz</EM> )
void <STRONG>glNormal3s</STRONG>( GLshort <EM>nx</EM>,
GLshort <EM>ny</EM>,
GLshort <EM>nz</EM> )
<STRONG>PARAMETERS</STRONG>
<EM>nx</EM>, <EM>ny</EM>, <EM>nz</EM>
Specify the x, y, and z coordinates of the new
current normal. The initial value of the current
normal is the unit vector, (0, 0, 1).
<STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
void <STRONG>glNormal3bv</STRONG>( const GLbyte *<EM>v</EM> )
void <STRONG>glNormal3dv</STRONG>( const GLdouble *<EM>v</EM> )
void <STRONG>glNormal3fv</STRONG>( const GLfloat *<EM>v</EM> )
void <STRONG>glNormal3iv</STRONG>( const GLint *<EM>v</EM> )
void <STRONG>glNormal3sv</STRONG>( const GLshort *<EM>v</EM> )
<STRONG>PARAMETERS</STRONG>
<EM>v</EM> Specifies a pointer to an array of three elements: the
x, y, and z coordinates of the new current normal.
<STRONG>DESCRIPTION</STRONG>
The current normal is set to the given coordinates whenever
<STRONG>glNormal</STRONG> is issued. Byte, short, or integer arguments are
converted to floating-point format with a linear mapping
that maps the most positive representable integer value to
1.0, and the most negative representable integer value to
-1.0.
Normals specified with <STRONG>glNormal</STRONG> need not have unit length.
If normalization is enabled, then normals specified with
<STRONG>glNormal</STRONG> are normalized after transformation. To enable and
disable normalization, call <STRONG>glEnable</STRONG> and <STRONG>glDisable</STRONG> with the
argument <STRONG>GL_NORMALIZE</STRONG>. Normalization is initially disabled.
<STRONG>NOTES</STRONG>
The current normal can be updated at any time. In
particular, <STRONG>glNormal</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_NORMAL</STRONG>
<STRONG>glIsEnabled</STRONG> with argument <STRONG>GL_NORMALIZE</STRONG>
<STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>
<STRONG>glBegin</STRONG>, <STRONG>glColor</STRONG>, <STRONG>glIndex</STRONG>, <STRONG>glNormalPointer</STRONG>, <STRONG>glTexCoord</STRONG>,
<STRONG>glVertex</STRONG>
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