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<TD>fog</TD>
<TD>0</TD>
<TD>glGetFloatv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_FOG_DENSITY</TD>
<TD>Exponential fog density</TD>
<TD>fog</TD>
<TD>1.0</TD>
<TD>glGetFloatv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_FOG_START</TD>
<TD>Linear fog start</TD>
<TD>fog</TD>
<TD>0.0</TD>
<TD>glGetFloatv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_FOG_END</TD>
<TD>Linear fog end</TD>
<TD>fog</TD>
<TD>1.0</TD>
<TD>glGetFloatv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_FOG_MODE</TD>
<TD>Fog mode</TD>
<TD>fog</TD>
<TD>GL_EXP</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_FOG</TD>
<TD>True if fog enabled</TD>
<TD>fog/enable</TD>
<TD>GL_FALSE</TD>
<TD>glIsEnabled()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_SHADE_MODEL</TD>
<TD>glShadeModel() setting</TD>
<TD>lighting</TD>
<TD>GL_SMOOTH</TD>
<TD>glGetIntegerv()</TD>
</TR>
</TABLE>
<BR>
<P>
<HR>
<H3>
Lighting</H3>
See also Table 6-1 and Table 6-2 for initial values.
<TABLE BORDER CELLPADDING=10 >
<CAPTION ALIGN=TOP><B>Table B-6 : </B>Lighting State Variables</CAPTION>
<TR ALIGN=LEFT VALIGN=TOP>
<TH>State Variable</TH>
<TH>Description</TH>
<TH>Attribute Group</TH>
<TH>Initial Value</TH>
<TH>Get Command</TH>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_LIGHTING</TD>
<TD>True if lighting is enabled</TD>
<TD>lighting /enable</TD>
<TD>GL_FALSE</TD>
<TD>glIsEnabled()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_COLOR_MATERIAL</TD>
<TD>True if color tracking is enabled</TD>
<TD>lighting</TD>
<TD>GL_FALSE</TD>
<TD>glIsEnabled()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_COLOR_MATERIAL_PARAME TER</TD>
<TD>Material properties tracking current color</TD>
<TD>lighting</TD>
<TD>GL_AMBIENT_
<BR>AND_DIFFUSE</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_COLOR_MATERIAL_FACE</TD>
<TD>Face(s) affected by color tracking</TD>
<TD>lighting</TD>
<TD>GL_FRONT_
<BR>AND_BACK</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_AMBIENT</TD>
<TD>Ambient material color</TD>
<TD>lighting</TD>
<TD>(0.2, 0.2, 0.2, 1.0)</TD>
<TD>glGetMaterialfv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_DIFFUSE</TD>
<TD>Diffuse material color</TD>
<TD>lighting</TD>
<TD>(0.8, 0.8, 0.8, 1.0)</TD>
<TD>glGetMaterialfv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_SPECULAR</TD>
<TD>Specular material color</TD>
<TD>lighting</TD>
<TD>(0.0, 0.0, 0.0, 1.0)</TD>
<TD>glGetMaterialfv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_EMISSION</TD>
<TD>Emissive material color</TD>
<TD>lighting</TD>
<TD>(0.0, 0.0, 0.0, 1.0)</TD>
<TD>glGetMaterialfv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_SHININESS</TD>
<TD>Specular exponent of material</TD>
<TD>lighting</TD>
<TD>0.0</TD>
<TD>glGetMaterialfv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_LIGHT_MODEL_AMBIENT</TD>
<TD>Ambient scene color</TD>
<TD>lighting</TD>
<TD>(0.2, 0.2, 0.2, 1.0)</TD>
<TD>glGetFloatv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_LIGHT_MODEL_LOCAL_VIE WER</TD>
<TD>Viewer is local</TD>
<TD>lighting</TD>
<TD>GL_FALSE</TD>
<TD>glGetBooleanv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_LIGHT_MODEL_TWO_SIDE</TD>
<TD>Use two-sided lighting</TD>
<TD>lighting</TD>
<TD>GL_FALSE</TD>
<TD>glGetBooleanv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_AMBIENT</TD>
<TD>Ambient intensity of light <B>i</B></TD>
<TD>lighting</TD>
<TD>(0.0,0.0,0.0,1.0)</TD>
<TD>glGetLightfv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_DIFFUSE</TD>
<TD>Diffuse intensity of light <B>i</B></TD>
<TD>lighting</TD>
<TD>--</TD>
<TD>glGetLightfv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_SPECULAR</TD>
<TD>Specular intensity of light <B>i</B></TD>
<TD>lighting</TD>
<TD>--</TD>
<TD>glGetLightfv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_POSITION</TD>
<TD>Position of light <B>i</B></TD>
<TD>lighting</TD>
<TD>(0.0, 0.0, 1.0, 0.0)</TD>
<TD>glGetLightfv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_CONSTANT_ATTENUATION</TD>
<TD>Constant attenuation factor</TD>
<TD>lighting</TD>
<TD>1.0</TD>
<TD>glGetLightfv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_LINEAR_ATTENUATION</TD>
<TD>Linear attenuation factor</TD>
<TD>lighting</TD>
<TD>0.0</TD>
<TD>glGetLightfv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_QUADRATIC_ATTENUATION</TD>
<TD>Quadratic attenuation factor</TD>
<TD>lighting</TD>
<TD>0.0</TD>
<TD>glGetLightfv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_SPOT_DIRECTION</TD>
<TD>Spotlight direction of light <B>i</B></TD>
<TD>lighting</TD>
<TD>(0.0, 0.0, -1.0)
<BR>
<BR>
<BR> </TD>
<TD>glGetLightfv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_SPOT_EXPONENT</TD>
<TD>Spotlight exponent of light <B>i</B></TD>
<TD>lighting</TD>
<TD>0.0</TD>
<TD>glGetLightfv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_SPOT_CUTOFF</TD>
<TD>Spotlight angle of light <B>i</B></TD>
<TD>lighting</TD>
<TD>180.0</TD>
<TD>glGetLightfv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_LIGHT<B>i</B></TD>
<TD>True if light <B>i</B> enabled</TD>
<TD>lighting /enable</TD>
<TD>GL_FALSE</TD>
<TD>glIsEnabled()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_COLOR_INDEXES</TD>
<TD>ca, cd, and cs for color-index lighting</TD>
<TD>lighting /enable</TD>
<TD>0, 1, 1</TD>
<TD>glGetFloatv()</TD>
</TR>
</TABLE>
<BR>
<P>
<HR>
<H3>
Rasterization</H3>
<TABLE BORDER CELLPADDING=10 >
<CAPTION ALIGN=TOP><B>Table B-7 : </B>Rasterization State Variables</CAPTION>
<TR ALIGN=LEFT VALIGN=TOP>
<TH>State Variable</TH>
<TH>Description</TH>
<TH>Attribute Group</TH>
<TH>Initial Value</TH>
<TH>Get Command</TH>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_POINT_SIZE</TD>
<TD>Point size</TD>
<TD>point</TD>
<TD>1.0</TD>
<TD>glGetFloatv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_POINT_SMOOTH</TD>
<TD>Point antialiasing on</TD>
<TD>point/enable</TD>
<TD>GL_FALSE</TD>
<TD>glIsEnabled()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_LINE_WIDTH</TD>
<TD>Line width</TD>
<TD>line</TD>
<TD>1.0</TD>
<TD>glGetFloatv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_LINE_SMOOTH</TD>
<TD>Line antialiasing on</TD>
<TD>line/enable</TD>
<TD>GL_FALSE</TD>
<TD>glIsEnabled()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_LINE_STIPPLE_PATTERN</TD>
<TD>Line stipple</TD>
<TD>line</TD>
<TD>1's</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_LINE_STIPPLE_REPEAT</TD>
<TD>Line stipple repeat</TD>
<TD>line</TD>
<TD>1</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_LINE_STIPPLE</TD>
<TD>Line stipple enable</TD>
<TD>line/enable</TD>
<TD>GL_FALSE</TD>
<TD>glIsEnabled()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_CULL_FACE</TD>
<TD>Polygon culling enabled</TD>
<TD>polygon/enable</TD>
<TD>GL_FALSE</TD>
<TD>glIsEnabled()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_CULL_FACE_MODE</TD>
<TD>Cull front-/back-facing polygons</TD>
<TD>polygon</TD>
<TD>GL_BACK</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_FRONT_FACE</TD>
<TD>Polygon front-face CW/CCW indicator</TD>
<TD>polygon</TD>
<TD>GL_CCW</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_POLYGON_SMOOTH</TD>
<TD>Polygon antialiasing on</TD>
<TD>polygon/enable</TD>
<TD>GL_FALSE</TD>
<TD>glIsEnabled()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_POLYGON_MODE</TD>
<TD>Polygon rasterization mode (front and back)</TD>
<TD>polygon</TD>
<TD>GL_FILL</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_POLYGON_STIPPLE</TD>
<TD>Polygon stipple enable</TD>
<TD>polygon/enable</TD>
<TD>GL_FALSE</TD>
<TD>glIsEnabled()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>--</TD>
<TD>Polygon stipple pattern</TD>
<TD>polygon-stipple</TD>
<TD>1's</TD>
<TD>glGetPolygon-S tipple()</TD>
</TR>
</TABLE>
<BR>
<P>
<HR>
<H3>
Texturing</H3>
<TABLE BORDER CELLPADDING=10 >
<CAPTION ALIGN=TOP><B>Table B-8 : </B>Texturing State Variables</CAPTION>
<TR ALIGN=LEFT VALIGN=TOP>
<TH>State Variable</TH>
<TH>Description</TH>
<TH>Attribute Group</TH>
<TH>Initial Value</TH>
<TH>Get Command</TH>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_TEXTURE_<B>x</B></TD>
<TD>True if <B>x</B>-D texturing enabled (<B>x</B> is 1D or 2D)</TD>
<TD>texture/ enable</TD>
<TD>GL_FALSE</TD>
<TD>glIsEnabled()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_TEXTURE</TD>
<TD><B>x</B>-D texture image at level of detail <B>i</B></TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetTexImage()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_TEXTURE_WIDTH</TD>
<TD><B>x</B>-D texture image <B>i</B>'s width</TD>
<TD>--</TD>
<TD>0</TD>
<TD>glGetTexLevelParameter()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_TEXTURE_HEIGHT</TD>
<TD><B>x</B>-D texture image <B>i</B>'s height</TD>
<TD>--</TD>
<TD>0</TD>
<TD>glGetTexLevelParameter()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_TEXTURE_BORDER</TD>
<TD><B>x</B>-D texture image <B>i</B>'s border width</TD>
<TD>--</TD>
<TD>0</TD>
<TD>glGetTexLevelParameter()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_TEXTURE_COMPONENTS</TD>
<TD>Texture image components</TD>
<TD>--</TD>
<TD>1</TD>
<TD>glGetTexLevelParameter()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_TEXTURE_BORDER_COL OR</TD>
<TD>Texture border color</TD>
<TD>texture</TD>
<TD>0, 0, 0, 0</TD>
<TD>glGetTexParameter()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_TEXTURE_MIN_FILTER</TD>
<TD>Texture minification function</TD>
<TD>texture</TD>
<TD>GL_NEAREST_ MIPMAP_LINEA R</TD>
<TD>glGetTexParameter()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_TEXTURE_MAG_FILTER</TD>
<TD>Texture magnification function</TD>
<TD>texture</TD>
<TD>GL_LINEAR</TD>
<TD>glGetTexParameter()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_TEXTURE_WRAP_<B>x</B></TD>
<TD>Texture wrap mode (<B>x</B> is S or T)</TD>
<TD>texture</TD>
<TD>GL_REPEAT</TD>
<TD>glGetTexParameter()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_TEXTURE_ENV_MODE</TD>
<TD>Texture application function</TD>
<TD>texture</TD>
<TD>GL_MODULATE</TD>
<TD>glGetTexEnviv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_TEXTURE_ENV_COLOR</TD>
<TD>Texture environment color</TD>
<TD>texture</TD>
<TD>0, 0, 0, 0</TD>
<TD>glGetTexEnvfv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_TEXTURE_GEN_<B>x</B></TD>
<TD>Texgen enabled (<B>x</B> is S, T, R, or Q)</TD>
<TD>texture/ enable</TD>
<TD>GL_FALSE</TD>
<TD>glIsEnabled()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_EYE_LINEAR</TD>
<TD>Texgen plane equation coefficients</TD>
<TD>texture</TD>
<TD>--</TD>
<TD>glGetTexGenfv()</TD>
</TR>
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