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				   red,	green, blue, and alpha values
				   of the current raster position.
				   Integer values, if requested, are
				   linearly mapped from	the internal
				   floating-point representation such
				   that	1.0 returns the	most positive
				   representable integer value,	and
				   -1.0	returns	the most negative
				   representable integer value.	The
				   initial value is (1,	1, 1, 1). See
				   <STRONG>glRasterPos</STRONG>.

	  <STRONG>GL_CURRENT_RASTER_DISTANCE</STRONG>
				   <EM>params</EM> returns one value, the
				   distance from the eye to the
				   current raster position. The
				   initial value is 0.	See
				   <STRONG>glRasterPos</STRONG>.

	  <STRONG>GL_CURRENT_RASTER_INDEX</STRONG>  <EM>params</EM> returns one value, the color
				   index of the	current	raster
				   position. The initial value is 1.
				   See <STRONG>glRasterPos</STRONG>.

	  <STRONG>GL_CURRENT_RASTER_POSITION</STRONG>
				   <EM>params</EM> returns four values:	the <EM>x</EM>,
				   <EM>y</EM>, <EM>z</EM>, and <EM>w</EM> components of the
				   current raster position.  <EM>x</EM>,	<EM>y</EM>, and
				   <EM>z</EM> are in window coordinates,	and <EM>w</EM>
				   is in clip coordinates. The initial
				   value is (0,	0, 0, 1). See
				   <STRONG>glRasterPos</STRONG>.

	  <STRONG>GL_CURRENT_RASTER_POSITION_VALID</STRONG>
				   <EM>params</EM> returns a single boolean
				   value indicating whether the
				   current raster position is valid.
				   The initial value is	<STRONG>GL_TRUE</STRONG>.  See
				   <STRONG>glRasterPos</STRONG>.

	  <STRONG>GL_CURRENT_RASTER_TEXTURE_COORDS</STRONG>
				   <EM>params</EM> returns four values:	the <EM>s</EM>,
				   <EM>t</EM>, <EM>r</EM>, and <EM>q</EM> current raster texture
				   coordinates.	The initial value is
				   (0, 0, 0, 1).  See <STRONG>glRasterPos</STRONG> and
				   <STRONG>glTexCoord</STRONG>.

	  <STRONG>GL_CURRENT_TEXTURE_COORDS</STRONG>
				   <EM>params</EM> returns four values:	the <EM>s</EM>,
				   <EM>t</EM>, <EM>r</EM>, and <EM>q</EM> current texture
				   coordinates.	The initial value is
				   (0, 0, 0, 1).  See <STRONG>glTexCoord</STRONG>.

	  <STRONG>GL_DEPTH_BIAS</STRONG>		   <EM>params</EM> returns one value, the depth
				   bias	factor used during pixel
				   transfers. The initial value	is 0.
				   See <STRONG>glPixelTransfer</STRONG>.

	  <STRONG>GL_DEPTH_BITS</STRONG>		   <EM>params</EM> returns one value, the
				   number of bitplanes in the depth
				   buffer.

	  <STRONG>GL_DEPTH_CLEAR_VALUE</STRONG>	   <EM>params</EM> returns one value, the value
				   that	is used	to clear the depth
				   buffer.  Integer values, if
				   requested, are linearly mapped from
				   the internal	floating-point
				   representation such that 1.0
				   returns the most positive
				   representable integer value,	and
				   -1.0	returns	the most negative
				   representable integer value.	The
				   initial value is 1. See
				   <STRONG>glClearDepth</STRONG>.

	  <STRONG>GL_DEPTH_FUNC</STRONG>		   <EM>params</EM> returns one value, the
				   symbolic constant that indicates
				   the depth comparison	function. The
				   initial value is <STRONG>GL_LESS</STRONG>. See
				   <STRONG>glDepthFunc</STRONG>.

	  <STRONG>GL_DEPTH_RANGE</STRONG>	   <EM>params</EM> returns two values:  the
				   near	and far	mapping	limits for the
				   depth buffer.  Integer values, if
				   requested, are linearly mapped from
				   the internal	floating-point
				   representation such that 1.0
				   returns the most positive
				   representable integer value,	and
				   -1.0	returns	the most negative
				   representable integer value.	The
				   initial value is (0,	1).  See
				   <STRONG>glDepthRange</STRONG>.

	  <STRONG>GL_DEPTH_SCALE</STRONG>	   <EM>params</EM> returns one value, the depth
				   scale factor	used during pixel
				   transfers. The initial value	is 1.
				   See <STRONG>glPixelTransfer</STRONG>.

	  <STRONG>GL_DEPTH_TEST</STRONG>		   <EM>params</EM> returns a single boolean
				   value indicating whether depth
				   testing of fragments	is enabled.
				   The initial value is	<STRONG>GL_FALSE</STRONG>. See
				   <STRONG>glDepthFunc</STRONG> and <STRONG>glDepthRange</STRONG>.

	  <STRONG>GL_DEPTH_WRITEMASK</STRONG>	   <EM>params</EM> returns a single boolean
				   value indicating if the depth
				   buffer is enabled for writing. The
				   initial value is <STRONG>GL_TRUE</STRONG>. See
				   <STRONG>glDepthMask</STRONG>.

	  <STRONG>GL_DITHER</STRONG>		   <EM>params</EM> returns a single boolean
				   value indicating whether dithering
				   of fragment colors and indices is
				   enabled. The	initial	value is
				   <STRONG>GL_TRUE</STRONG>.

	  <STRONG>GL_DOUBLEBUFFER</STRONG>	   <EM>params</EM> returns a single boolean
				   value indicating whether double
				   buffering is	supported.

	  <STRONG>GL_DRAW_BUFFER</STRONG>	   <EM>params</EM> returns one value, a
				   symbolic constant indicating	which
				   buffers are being drawn to. See
				   <STRONG>glDrawBuffer</STRONG>. The initial value is
				   <STRONG>GL_BACK</STRONG> if there are	back buffers,
				   otherwise it	is <STRONG>GL_FRONT</STRONG>.

	  <STRONG>GL_EDGE_FLAG</STRONG>		   <EM>params</EM> returns a single boolean
				   value indicating whether the
				   current edge	flag is	<STRONG>GL_TRUE</STRONG>	or
				   <STRONG>GL_FALSE</STRONG>. The initial value is
				   <STRONG>GL_TRUE</STRONG>. See	<STRONG>glEdgeFlag</STRONG>.

	  <STRONG>GL_EDGE_FLAG_ARRAY</STRONG>	   <EM>params</EM> returns a single boolean
				   value indicating whether the	edge
				   flag	array is enabled. The initial
				   value is <STRONG>GL_FALSE</STRONG>. See
				   <STRONG>glEdgeFlagPointer</STRONG>.

	  <STRONG>GL_EDGE_FLAG_ARRAY_STRIDE</STRONG>
				   <EM>params</EM> returns one value, the byte
				   offset between consecutive edge
				   flags in the	edge flag array. The
				   initial value is 0.	See
				   <STRONG>glEdgeFlagPointer</STRONG>.

	  <STRONG>GL_FOG</STRONG>		   <EM>params</EM> returns a single boolean
				   value indicating whether fogging is
				   enabled. The	initial	value is
				   <STRONG>GL_FALSE</STRONG>. See <STRONG>glFog</STRONG>.

	  <STRONG>GL_FOG_COLOR</STRONG>		   <EM>params</EM> returns four values:	the
				   red,	green, blue, and alpha
				   components of the fog color.
				   Integer values, if requested, are
				   linearly mapped from	the internal
				   floating-point representation such
				   that	1.0 returns the	most positive
				   representable integer value,	and
				   -1.0	returns	the most negative
				   representable integer value.	The
				   initial value is (0,	0, 0, 0). See
				   <STRONG>glFog</STRONG>.

	  <STRONG>GL_FOG_DENSITY</STRONG>	   <EM>params</EM> returns one value, the fog
				   density parameter. The initial
				   value is 1. See <STRONG>glFog</STRONG>.

	  <STRONG>GL_FOG_END</STRONG>		   <EM>params</EM> returns one value, the end
				   factor for the linear fog equation.
				   The initial value is	1. See <STRONG>glFog</STRONG>.

	  <STRONG>GL_FOG_HINT</STRONG>		   <EM>params</EM> returns one value, a
				   symbolic constant indicating	the
				   mode	of the fog hint. The initial
				   value is <STRONG>GL_DONT_CARE</STRONG>.  See <STRONG>glHint</STRONG>.

	  <STRONG>GL_FOG_INDEX</STRONG>		   <EM>params</EM> returns one value, the fog
				   color index.	The initial value is
				   0. See <STRONG>glFog</STRONG>.

	  <STRONG>GL_FOG_MODE</STRONG>		   <EM>params</EM> returns one value, a
				   symbolic constant indicating	which
				   fog equation	is selected. The
				   initial value is <STRONG>GL_EXP</STRONG>. See	<STRONG>glFog</STRONG>.

	  <STRONG>GL_FOG_START</STRONG>		   <EM>params</EM> returns one value, the start
				   factor for the linear fog equation.
				   The initial value is	0. See <STRONG>glFog</STRONG>.

	  <STRONG>GL_FRONT_FACE</STRONG>		   <EM>params</EM> returns one value, a
				   symbolic constant indicating
				   whether clockwise or
				   counterclockwise polygon winding is
				   treated as front-facing. The
				   initial value is <STRONG>GL_CCW</STRONG>. See
				   <STRONG>glFrontFace</STRONG>.

	  <STRONG>GL_GREEN_BIAS</STRONG>		   <EM>params</EM> returns one value, the green
				   bias	factor used during pixel
				   transfers. The initial value	is 0.

	  <STRONG>GL_GREEN_BITS</STRONG>		   <EM>params</EM> returns one value, the
				   number of green bitplanes in	each
				   color buffer.

	  <STRONG>GL_GREEN_SCALE</STRONG>	   <EM>params</EM> returns one value, the green
				   scale factor	used during pixel
				   transfers. The initial value	is 1.
				   See <STRONG>glPixelTransfer</STRONG>.

	  <STRONG>GL_INDEX_ARRAY</STRONG>	   <EM>params</EM> returns a single boolean
				   value indicating whether the	color
				   index array is enabled. The initial
				   value is <STRONG>GL_FALSE</STRONG>. See
				   <STRONG>glIndexPointer</STRONG>.

	  <STRONG>GL_INDEX_ARRAY_STRIDE</STRONG>	   <EM>params</EM> returns one value, the byte
				   offset between consecutive color
				   indexes in the color	index array.
				   The initial value is	0. See
				   <STRONG>glIndexPointer</STRONG>.

	  <STRONG>GL_INDEX_ARRAY_TYPE</STRONG>	   <EM>params</EM> returns one value, the data
				   type	of indexes in the color	index
				   array. The initial value is
				   <STRONG>GL_FLOAT</STRONG>. See <STRONG>glIndexPointer</STRONG>.

	  <STRONG>GL_INDEX_BITS</STRONG>		   <EM>params</EM> returns one value, the
				   number of bitplanes in each color
				   index buffer.

	  <STRONG>GL_INDEX_CLEAR_VALUE</STRONG>	   <EM>params</EM> returns one value, the color
				   index used to clear the color index
				   buffers. The	initial	value is 0.
				   See <STRONG>glClearIndex</STRONG>.

	  <STRONG>GL_INDEX_LOGIC_OP</STRONG>	   <EM>params</EM> returns a single boolean
				   value indicating whether a
				   fragment's index values are merged
				   into	the framebuffer	using a
				   logical operation. The initial
				   value is <STRONG>GL_FALSE</STRONG>. See <STRONG>glLogicOp</STRONG>.

	  <STRONG>GL_INDEX_MODE</STRONG>		   <EM>params</EM> returns a single boolean
				   value indicating whether the	GL is
				   in color index mode (<STRONG>GL_TRUE</STRONG>) or
				   RGBA	mode (<STRONG>GL_FALSE</STRONG>).

	  <STRONG>GL_INDEX_OFFSET</STRONG>	   <EM>params</EM> returns one value, the
				   offset added	to color and stencil
				   indices during pixel	transfers. The
				   initial value is 0. See
				   <STRONG>glPixelTransfer</STRONG>.

	  <STRONG>GL_INDEX_SHIFT</STRONG>	   <EM>params</EM> returns one value, the
				   amount that color and stencil
				   indices are shifted during pixel
				   transfers. The initial value	is 0.
				   See <STRONG>glPixelTransfer</STRONG>.

	  <STRONG>GL_INDEX_WRITEMASK</STRONG>	   <EM>params</EM> returns one value, a mask
				   indicating which bitplanes of each
				   color index buffer can be written.
				   The initial value is	all 1's. See
				   <STRONG>glIndexMask</STRONG>.

	  <STRONG>GL_LIGHT</STRONG><EM>i</EM>		   <EM>params</EM> returns a single boolean
				   value indicating whether the
				   specified light is enabled. The
				   initial value is <STRONG>GL_FALSE</STRONG>. See
				   <STRONG>glLight</STRONG> and <STRONG>glLightModel</STRONG>.

	  <STRONG>GL_LIGHTING</STRONG>		   <EM>params</EM> returns a single boolean
				   value indicating whether lighting
				   is enabled. The initial value is
				   <STRONG>GL_FALSE</STRONG>. See <STRONG>glLightModel</STRONG>.

	  <STRONG>GL_LIGHT_MODEL_AMBIENT</STRONG>   <EM>params</EM> returns four values:	the
				   red,	green, blue, and alpha
				   components of the ambient intensity
				   of the entire scene.	 Integer
				   values, if requested, are linearly
				   mapped from the internal floating-
				   point representation	such that 1.0
				   returns the most positive
				   representable integer value,	and
				   -1.0	returns	the most negative
				   representable integer value.	The
				   initial value is (0.2, 0.2, 0.2,
				   1.0). See <STRONG>glLightModel</STRONG>.

	  <STRONG>GL_LIGHT_MODEL_LOCAL_VIEWER</STRONG>
				   <EM>params</EM> returns a single boolean
				   value indicating whether specular
				   reflection calculations treat the
				   viewer as being local to the	scene.
				   The initial value is	<STRONG>GL_FALSE</STRONG>. See
				   <STRONG>glLightModel</STRONG>.

	  <STRONG>GL_LIGHT_MODEL_TWO_SIDE</STRONG>  <EM>params</EM> returns a single boolean
				   value indicating whether separate
				   materials are used to compute

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