📄 edgeflagpointer.html
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<STRONG>NAME</STRONG>
<STRONG>glEdgeFlagPointer</STRONG> - define an array of edge flags
<STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
void <STRONG>glEdgeFlagPointer</STRONG>( GLsizei <EM>stride</EM>,
const GLvoid *<EM>pointer</EM> )
<STRONG>PARAMETERS</STRONG>
<EM>stride</EM> Specifies the byte offset between consecutive edge
flags. If <EM>stride</EM> is 0 (the initial value), the
edge flags are understood to be tightly packed in
the array.
<EM>pointer</EM> Specifies a pointer to the first edge flag in the
array.
<STRONG>DESCRIPTION</STRONG>
<STRONG>glEdgeFlagPointer</STRONG> specifies the location and data format of
an array of boolean edge flags to use when rendering. <EM>stride</EM>
specifies the byte stride from one edge flag to the next
allowing vertexes and attributes to be packed into a single
array or stored in separate arrays. (Single-array storage
may be more efficient on some implementations; see
<STRONG>glInterleavedArrays</STRONG>.)
When an edge flag array is specified, <EM>stride</EM> and <EM>pointer</EM> are
saved as client-side state.
To enable and disable the edge flag array, call
<STRONG>glEnableClientState</STRONG> and
<STRONG>glDisableClientState</STRONG> with the argument <STRONG>GL_EDGE_FLAG_ARRAY</STRONG>.
If enabled, the edge flag array is used when <STRONG>glDrawArrays</STRONG>,
<STRONG>glDrawElements</STRONG>, or <STRONG>glArrayElement</STRONG> is called.
Use <STRONG>glDrawArrays</STRONG> to construct a sequence of primitives (all
of the same type) from prespecified vertex and vertex
attribute arrays. Use <STRONG>glArrayElement</STRONG> to specify primitives
by indexing vertexes and vertex attributes and
<STRONG>glDrawElements</STRONG> to construct a sequence of primitives by
indexing vertexes and vertex attributes.
<STRONG>NOTES</STRONG>
<STRONG>glEdgeFlagPointer</STRONG> is available only if the GL version is 1.1
or greater.
The edge flag array is initially disabled and it won't be
accessed when
<STRONG>glArrayElement</STRONG>, <STRONG>glDrawElements</STRONG> or <STRONG>glDrawArrays</STRONG> is called.
Execution of <STRONG>glEdgeFlagPointer</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>glEdgeFlagPointer</STRONG> is typically implemented on the client
side.
Edge flag 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>stride</EM> is negative.
<STRONG>ASSOCIATED</STRONG> <STRONG>GETS</STRONG>
<STRONG>glIsEnabled</STRONG> with argument <STRONG>GL_EDGE_FLAG_ARRAY</STRONG>
<STRONG>glGet</STRONG> with argument <STRONG>GL_EDGE_FLAG_ARRAY_STRIDE</STRONG>
<STRONG>glGetPointerv</STRONG> with argument <STRONG>GL_EDGE_FLAG_ARRAY_POINTER</STRONG>
<STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>
<STRONG>glArrayElement</STRONG>, <STRONG>glColorPointer</STRONG>, <STRONG>glDrawArrays</STRONG>,
<STRONG>glDrawElements</STRONG>, <STRONG>glEnable</STRONG>, <STRONG>glGetPointerv</STRONG>, <STRONG>glIndexPointer</STRONG>,
<STRONG>glNormalPointer</STRONG>, <STRONG>glPopClientAttrib</STRONG>,
<STRONG>glPushClientAttrib</STRONG>, <STRONG>glTexCoordPointer</STRONG>, <STRONG>glVertexPointer</STRONG>
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