📄 loadname.html
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<STRONG>NAME</STRONG>
<STRONG>glLoadName</STRONG> - load a name onto the name stack
<STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
void <STRONG>glLoadName</STRONG>( GLuint <EM>name</EM> )
<STRONG>PARAMETERS</STRONG>
<EM>name</EM> Specifies a name that will replace the top value on
the name stack.
<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. <STRONG>glLoadName</STRONG>
causes <EM>name</EM> to replace the value on the top of the name
stack, which is initially empty.
The name stack is always empty while the render mode is not
<STRONG>GL_SELECT</STRONG>. Calls to <STRONG>glLoadName</STRONG> while the render mode is not
<STRONG>GL_SELECT</STRONG> are ignored.
<STRONG>ERRORS</STRONG>
<STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glLoadName</STRONG> is called
while the name stack is empty.
<STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glLoadName</STRONG> is executed
between the execution of <STRONG>glBegin</STRONG> and the corresponding
execution of <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>glPushName</STRONG>, <STRONG>glRenderMode</STRONG>, <STRONG>glSelectBuffer</STRONG>
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