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     <STRONG>NAME</STRONG>
	  <STRONG>glRectd,</STRONG> <STRONG>glRectf,</STRONG> <STRONG>glRecti,</STRONG> <STRONG>glRects,</STRONG> <STRONG>glRectdv,</STRONG>	<STRONG>glRectfv,</STRONG>
	  <STRONG>glRectiv,</STRONG> <STRONG>glRectsv</STRONG> - draw a rectangle


     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
	  void <STRONG>glRectd</STRONG>(	GLdouble <EM>x1</EM>,
			GLdouble <EM>y1</EM>,
			GLdouble <EM>x2</EM>,
			GLdouble <EM>y2</EM> )
	  void <STRONG>glRectf</STRONG>(	GLfloat	<EM>x1</EM>,
			GLfloat	<EM>y1</EM>,
			GLfloat	<EM>x2</EM>,
			GLfloat	<EM>y2</EM> )
	  void <STRONG>glRecti</STRONG>(	GLint <EM>x1</EM>,
			GLint <EM>y1</EM>,
			GLint <EM>x2</EM>,
			GLint <EM>y2</EM> )
	  void <STRONG>glRects</STRONG>(	GLshort	<EM>x1</EM>,
			GLshort	<EM>y1</EM>,
			GLshort	<EM>x2</EM>,
			GLshort	<EM>y2</EM> )


     <STRONG>PARAMETERS</STRONG>
	  <EM>x1</EM>, <EM>y1</EM> Specify one vertex of a rectangle.

	  <EM>x2</EM>, <EM>y2</EM> Specify the opposite vertex of	the rectangle.

     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
	  void <STRONG>glRectdv</STRONG>( const GLdouble	*<EM>v1</EM>,
			 const GLdouble	*<EM>v2</EM> )
	  void <STRONG>glRectfv</STRONG>( const GLfloat *<EM>v1</EM>,
			 const GLfloat *<EM>v2</EM> )
	  void <STRONG>glRectiv</STRONG>( const GLint *<EM>v1</EM>,
			 const GLint *<EM>v2</EM> )
	  void <STRONG>glRectsv</STRONG>( const GLshort *<EM>v1</EM>,
			 const GLshort *<EM>v2</EM> )


     <STRONG>PARAMETERS</STRONG>
	  <EM>v1</EM>   Specifies a pointer to one vertex of a rectangle.

	  <EM>v2</EM>   Specifies a pointer to the opposite vertex of the
	       rectangle.

     <STRONG>DESCRIPTION</STRONG>
	  <STRONG>glRect</STRONG> supports efficient specification of rectangles	as two
	  corner points.  Each rectangle command takes four arguments,
	  organized either as two consecutive pairs of (<EM>x</EM>,<EM>y</EM>)
	  coordinates, or as two pointers to arrays, each containing
	  an (<EM>x</EM>,<EM>y</EM>) pair.  The resulting	rectangle is defined in	the
	  <EM>z</EM>=0 plane.

	  <STRONG>glRect</STRONG>(<EM>x1</EM>, <EM>y1</EM>, <EM>x2</EM>, <EM>y2</EM>) is exactly equivalent to the
	  following sequence:  glBegin(<STRONG>GL_POLYGON</STRONG>); glVertex2(<EM>x1</EM>, <EM>y1</EM>);
	  glVertex2(<EM>x2</EM>,	<EM>y1</EM>); glVertex2(<EM>x2</EM>, <EM>y2</EM>);	glVertex2(<EM>x1</EM>, <EM>y2</EM>);
	  glEnd(); Note	that if	the second vertex is above and to the
	  right	of the first vertex, the rectangle is constructed with
	  a counterclockwise winding.

     <STRONG>ERRORS</STRONG>
	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glRect</STRONG> is executed
	  between the execution	of <STRONG>glBegin</STRONG> and the corresponding
	  execution of <STRONG>glEnd</STRONG>.

     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>
	  <STRONG>glBegin</STRONG>, <STRONG>glVertex</STRONG>




































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