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	  <STRONG>GL_STENCIL_FUNC</STRONG>	   <EM>params</EM> returns one value, a
				   symbolic constant indicating	what
				   function is used to compare the
				   stencil reference value with	the
				   stencil buffer value. The initial
				   value is <STRONG>GL_ALWAYS</STRONG>. See
				   <STRONG>glStencilFunc</STRONG>.

	  <STRONG>GL_STENCIL_PASS_DEPTH_FAIL</STRONG>
				   <EM>params</EM> returns one value, a
				   symbolic constant indicating	what
				   action is taken when	the stencil
				   test	passes,	but the	depth test
				   fails. The initial value is
				   <STRONG>GL_KEEP</STRONG>. See	<STRONG>glStencilOp</STRONG>.

	  <STRONG>GL_STENCIL_PASS_DEPTH_PASS</STRONG>
				   <EM>params</EM> returns one value, a
				   symbolic constant indicating	what
				   action is taken when	the stencil
				   test	passes and the depth test
				   passes. The initial value is
				   <STRONG>GL_KEEP</STRONG>. See	<STRONG>glStencilOp</STRONG>.

	  <STRONG>GL_STENCIL_REF</STRONG>	   <EM>params</EM> returns one value, the
				   reference value that	is compared
				   with	the contents of	the stencil
				   buffer. The initial value is	0. See
				   <STRONG>glStencilFunc</STRONG>.

	  <STRONG>GL_STENCIL_TEST</STRONG>	   <EM>params</EM> returns a single boolean
				   value indicating whether stencil
				   testing of fragments	is enabled.
				   The initial value is	<STRONG>GL_FALSE</STRONG>.  See
				   <STRONG>glStencilFunc</STRONG> and <STRONG>glStencilOp</STRONG>.

	  <STRONG>GL_STENCIL_VALUE_MASK</STRONG>	   <EM>params</EM> returns one value, the mask
				   that	is used	to mask	both the
				   stencil reference value and the
				   stencil buffer value	before they
				   are compared. The initial value is
				   all 1's.  See <STRONG>glStencilFunc</STRONG>.

	  <STRONG>GL_STENCIL_WRITEMASK</STRONG>	   <EM>params</EM> returns one value, the mask
				   that	controls writing of the
				   stencil bitplanes. The initial
				   value is all	1's. See
				   <STRONG>glStencilMask</STRONG>.

	  <STRONG>GL_STEREO</STRONG>		   <EM>params</EM> returns a single boolean
				   value indicating whether stereo
				   buffers (left and right) are
				   supported.

	  <STRONG>GL_SUBPIXEL_BITS</STRONG>	   <EM>params</EM> returns one value, an
				   estimate of the number of bits of
				   subpixel resolution that are	used
				   to position rasterized geometry in
				   window coordinates. The initial
				   value is 4.

	  <STRONG>GL_TEXTURE_1D</STRONG>		   <EM>params</EM> returns a single boolean
				   value indicating whether 1D texture
				   mapping is enabled. The initial
				   value is <STRONG>GL_FALSE</STRONG>.  See
				   <STRONG>glTexImage1D</STRONG>.

	  <STRONG>GL_TEXTURE_1D_BINDING</STRONG>	   <EM>params</EM> returns a single value, the
				   name	of the texture currently bound
				   to the target <STRONG>GL_TEXTURE_1D</STRONG>.	The
				   initial value is 0.	See
				   <STRONG>glBindTexture</STRONG>.

	  <STRONG>GL_TEXTURE_2D</STRONG>		   <EM>params</EM> returns a single boolean
				   value indicating whether 2D texture
				   mapping is enabled. The initial
				   value is <STRONG>GL_FALSE</STRONG>.  See
				   <STRONG>glTexImage2D</STRONG>.

	  <STRONG>GL_TEXTURE_2D_BINDING</STRONG>	   <EM>params</EM> returns a single value, the
				   name	of the texture currently bound
				   to the target <STRONG>GL_TEXTURE_2D</STRONG>.	The
				   initial value is 0.	See
				   <STRONG>glBindTexture</STRONG>.

	  <STRONG>GL_TEXTURE_COORD_ARRAY</STRONG>   <EM>params</EM> returns a single boolean
				   value indicating whether the
				   texture coordinate array is
				   enabled. The	initial	value is
				   <STRONG>GL_FALSE</STRONG>. See <STRONG>glTexCoordPointer</STRONG>.

	  <STRONG>GL_TEXTURE_COORD_ARRAY_SIZE</STRONG>
				   <EM>params</EM> returns one value, the
				   number of coordinates per element
				   in the texture coordinate array.
				   The initial value is	4. See
				   <STRONG>glTexCoordPointer</STRONG>.

	  <STRONG>GL_TEXTURE_COORD_ARRAY_STRIDE</STRONG>
				   <EM>params</EM> returns one value, the byte
				   offset between consecutive elements
				   in the texture coordinate array.
				   The initial value is	0. See
				   <STRONG>glTexCoordPointer</STRONG>.

	  <STRONG>GL_TEXTURE_COORD_ARRAY_TYPE</STRONG>
				   <EM>params</EM> returns one value, the data
				   type	of the coordinates in the
				   texture coordinate array. The
				   initial value is <STRONG>GL_FLOAT</STRONG>. See
				   <STRONG>glTexCoordPointer</STRONG>.

	  <STRONG>GL_TEXTURE_GEN_Q</STRONG>	   <EM>params</EM> returns a single boolean
				   value indicating whether automatic
				   generation of the <EM>q</EM> texture
				   coordinate is enabled. The initial
				   value is <STRONG>GL_FALSE</STRONG>. See <STRONG>glTexGen</STRONG>.

	  <STRONG>GL_TEXTURE_GEN_R</STRONG>	   <EM>params</EM> returns a single boolean
				   value indicating whether automatic
				   generation of the <EM>r</EM> texture
				   coordinate is enabled. The initial
				   value is <STRONG>GL_FALSE</STRONG>. See <STRONG>glTexGen</STRONG>.

	  <STRONG>GL_TEXTURE_GEN_S</STRONG>	   <EM>params</EM> returns a single boolean
				   value indicating whether automatic
				   generation of the <EM>S</EM> texture
				   coordinate is enabled. The initial
				   value is <STRONG>GL_FALSE</STRONG>. See <STRONG>glTexGen</STRONG>.

	  <STRONG>GL_TEXTURE_GEN_T</STRONG>	   <EM>params</EM> returns a single boolean
				   value indicating whether automatic
				   generation of the T texture
				   coordinate is enabled. The initial
				   value is <STRONG>GL_FALSE</STRONG>. See <STRONG>glTexGen</STRONG>.

	  <STRONG>GL_TEXTURE_MATRIX</STRONG>	   <EM>params</EM> returns sixteen values:  the
				   texture matrix on the top of	the
				   texture matrix stack. Initially
				   this	matrix is the identity matrix.
				   See <STRONG>glPushMatrix</STRONG>.

	  <STRONG>GL_TEXTURE_STACK_DEPTH</STRONG>   <EM>params</EM> returns one value, the
				   number of matrices on the texture
				   matrix stack.  The initial value is
				   1.  See <STRONG>glPushMatrix</STRONG>.

	  <STRONG>GL_UNPACK_ALIGNMENT</STRONG>	   <EM>params</EM> returns one value, the byte
				   alignment used for reading pixel
				   data	from memory. The initial value
				   is 4. See <STRONG>glPixelStore</STRONG>.

	  <STRONG>GL_UNPACK_LSB_FIRST</STRONG>	   <EM>params</EM> returns a single boolean
				   value indicating whether single-bit
				   pixels being	read from memory are
				   read	first from the least
				   significant bit of each unsigned
				   byte. The initial value is
				   <STRONG>GL_FALSE</STRONG>. See <STRONG>glPixelStore</STRONG>.

	  <STRONG>GL_UNPACK_ROW_LENGTH</STRONG>	   <EM>params</EM> returns one value, the row
				   length used for reading pixel data
				   from	memory.	The initial value is
				   0. See <STRONG>glPixelStore</STRONG>.

	  <STRONG>GL_UNPACK_SKIP_PIXELS</STRONG>	   <EM>params</EM> returns one value, the
				   number of pixel locations skipped
				   before the first pixel is read from
				   memory. The initial value is	0. See
				   <STRONG>glPixelStore</STRONG>.

	  <STRONG>GL_UNPACK_SKIP_ROWS</STRONG>	   <EM>params</EM> returns one value, the
				   number of rows of pixel locations
				   skipped before the first pixel is
				   read	from memory. The initial value
				   is 0. See <STRONG>glPixelStore</STRONG>.

	  <STRONG>GL_UNPACK_SWAP_BYTES</STRONG>	   <EM>params</EM> returns a single boolean
				   value indicating whether the	bytes
				   of two-byte and four-byte pixel
				   indices and components are swapped
				   after being read from memory. The
				   initial value is <STRONG>GL_FALSE</STRONG>. See
				   <STRONG>glPixelStore</STRONG>.

	  <STRONG>GL_VERTEX_ARRAY</STRONG>	   <EM>params</EM> returns a single boolean
				   value indicating whether the	vertex
				   array is enabled. The initial value
				   is <STRONG>GL_FALSE</STRONG>.	 See <STRONG>glVertexPointer</STRONG>.

	  <STRONG>GL_VERTEX_ARRAY_SIZE</STRONG>	   <EM>params</EM> returns one value, the
				   number of coordinates per vertex in
				   the vertex array. The initial value
				   is 4.  See <STRONG>glVertexPointer</STRONG>.

	  <STRONG>GL_VERTEX_ARRAY_STRIDE</STRONG>   <EM>params</EM> returns one value, the byte
				   offset between consecutive vertexes
				   in the vertex array.	The initial
				   value is 0. See <STRONG>glVertexPointer</STRONG>.

	  <STRONG>GL_VERTEX_ARRAY_TYPE</STRONG>	   <EM>params</EM> returns one value, the data
				   type	of each	coordinate in the
				   vertex array. The initial value is
				   <STRONG>GL_FLOAT</STRONG>. See <STRONG>glVertexPointer</STRONG>.

	  <STRONG>GL_VIEWPORT</STRONG>		   <EM>params</EM> returns four values:	the x
				   and y window	coordinates of the
				   viewport, followed by its width and
				   height. Initially the x and y
				   window coordinates are both set to
				   0, and the width and	height are set
				   to the width	and height of the
				   window into which the GL will do
				   its rendering.  See <STRONG>glViewport</STRONG>.

	  <STRONG>GL_ZOOM_X</STRONG>		   <EM>params</EM> returns one value, the x
				   pixel zoom factor. The initial
				   value is 1. See <STRONG>glPixelZoom</STRONG>.

	  <STRONG>GL_ZOOM_Y</STRONG>		   <EM>params</EM> returns one value, the y
				   pixel zoom factor. The initial
				   value is 1.	See <STRONG>glPixelZoom</STRONG>.

	  Many of the boolean parameters can also be queried more
	  easily using <STRONG>glIsEnabled</STRONG>.

     <STRONG>NOTES</STRONG>
	  <STRONG>GL_COLOR_LOGIC_OP</STRONG>, <STRONG>GL_COLOR_ARRAY</STRONG>, <STRONG>GL_COLOR_ARRAY_SIZE</STRONG>,
	  <STRONG>GL_COLOR_ARRAY_STRIDE</STRONG>, <STRONG>GL_COLOR_ARRAY_TYPE</STRONG>,
	  <STRONG>GL_EDGE_FLAG_ARRAY</STRONG>, <STRONG>GL_EDGE_FLAG_ARRAY_STRIDE</STRONG>,
	  <STRONG>GL_INDEX_ARRAY</STRONG>, <STRONG>GL_INDEX_ARRAY_STRIDE</STRONG>, <STRONG>GL_INDEX_ARRAY_TYPE</STRONG>,
	  <STRONG>GL_INDEX_LOGIC_OP</STRONG>, <STRONG>GL_NORMAL_ARRAY</STRONG>, <STRONG>GL_NORMAL_ARRAY_STRIDE</STRONG>,
	  <STRONG>GL_NORMAL_ARRAY_TYPE</STRONG>,	<STRONG>GL_POLYGON_OFFSET_UNITS</STRONG>,
	  <STRONG>GL_POLYGON_OFFSET_FACTOR</STRONG>, <STRONG>GL_POLYGON_OFFSET_FILL</STRONG>,
	  <STRONG>GL_POLYGON_OFFSET_LINE</STRONG>, <STRONG>GL_POLYGON_OFFSET_POINT</STRONG>,
	  <STRONG>GL_TEXTURE_COORD_ARRAY</STRONG>, <STRONG>GL_TEXTURE_COORD_ARRAY_SIZE</STRONG>,
	  <STRONG>GL_TEXTURE_COORD_ARRAY_STRIDE</STRONG>, <STRONG>GL_TEXTURE_COORD_ARRAY_TYPE</STRONG>,
	  <STRONG>GL_VERTEX_ARRAY</STRONG>, <STRONG>GL_VERTEX_ARRAY_SIZE</STRONG>,
	  <STRONG>GL_VERTEX_ARRAY_STRIDE</STRONG>, and <STRONG>GL_VERTEX_ARRAY_TYPE</STRONG> are
	  available only if the	GL version is 1.1 or greater.

     <STRONG>ERRORS</STRONG>
	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>pname</EM>	is not an accepted
	  value.

	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glGet</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>glGetClipPlane</STRONG>, <STRONG>glGetError</STRONG>, <STRONG>glGetLight</STRONG>, <STRONG>glGetMap</STRONG>,
	  <STRONG>glGetMaterial</STRONG>, <STRONG>glGetPixelMap</STRONG>,	<STRONG>glGetPointerv</STRONG>,
	  <STRONG>glGetPolygonStipple</STRONG>, <STRONG>glGetString</STRONG>, <STRONG>glGetTexEnv</STRONG>, <STRONG>glGetTexGen</STRONG>,
	  <STRONG>glGetTexImage</STRONG>, <STRONG>glGetTexLevelParameter</STRONG>, <STRONG>glGetTexParameter</STRONG>,
	  <STRONG>glIsEnabled</STRONG>












































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