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📁 glman函数说明 glman函数说明 glman函数说明
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     <STRONG>NAME</STRONG>
	  <STRONG>glPushName,</STRONG> <STRONG>glPopName</STRONG>	- push and pop the name	stack


     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
	  void <STRONG>glPushName</STRONG>( GLuint <EM>name</EM> )


     <STRONG>PARAMETERS</STRONG>
	  <EM>name</EM>	Specifies a name that will be pushed onto the name
		stack.

     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
	  void <STRONG>glPopName</STRONG>( void )


     <STRONG>DESCRIPTION</STRONG>
	  The name stack is used during	selection mode to allow	sets
	  of rendering commands	to be uniquely identified.  It
	  consists of an ordered set of	unsigned integers and is
	  initially empty.

	  <STRONG>glPushName</STRONG> causes <EM>name</EM> to be pushed onto the name stack.
	  <STRONG>glPopName</STRONG> pops one name off the top of the stack.

	  The maximum name stack depth is implementation-dependent;
	  call <STRONG>GL_MAX_NAME_STACK_DEPTH</STRONG> to find out the value for a
	  particular implementation. It	is an error to push a name
	  onto a full stack, or	to pop a name off an empty stack.  It
	  is also an error to manipulate the name stack	between	the
	  execution of <STRONG>glBegin</STRONG> and the corresponding execution of
	  <STRONG>glEnd</STRONG>.  In any of these cases, the error flag	is set and no
	  other	change is made to GL state.

	  The name stack is always empty while the render mode is not
	  <STRONG>GL_SELECT</STRONG>.  Calls to <STRONG>glPushName</STRONG> or <STRONG>glPopName</STRONG> while the
	  render mode is not <STRONG>GL_SELECT</STRONG> are ignored.

     <STRONG>ERRORS</STRONG>
	  <STRONG>GL_STACK_OVERFLOW</STRONG> is generated if <STRONG>glPushName</STRONG> is called while
	  the name stack is full.

	  <STRONG>GL_STACK_UNDERFLOW</STRONG> is	generated if <STRONG>glPopName</STRONG> is called while
	  the name stack is empty.

	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glPushName</STRONG> or <STRONG>glPopName</STRONG>
	  is executed 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_NAME_STACK_DEPTH</STRONG>
	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_MAX_NAME_STACK_DEPTH</STRONG>
     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>
	  <STRONG>glInitNames</STRONG>, <STRONG>glLoadName</STRONG>, <STRONG>glRenderMode</STRONG>, <STRONG>glSelectBuffer</STRONG>


















































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